From the course: Create an Animated Character in Blender 2.9

Preparing the model for UV mapping

From the course: Create an Animated Character in Blender 2.9

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Preparing the model for UV mapping

- Well before we begin the UV mapping process I think there's some housekeeping that we need to do. We need to go through and apply any modifiers. We need to combine objects. We need to rename things here. So there are a few things we got to do to clean up. First of all, this object right here if you recall was just a temporary object. We can get rid of this. So I'll just hit X and delete that. The other one is still in there. The original if we press alt Z we can see there it is in there. All right. Now let's go through and make sure that all of the modifiers have been applied or cleaned up. So if I select the shoes, you can see we have a couple things here. We've got a mirror modifier. Let's zoom in here with the period key. And if I take this mirror modifier and move it up to the top what happens? Well there's some issues here that happened. You can see a little bit of an artifact here. The reason why I'm moving this mirror to the top of the stack is because blender really wants you to apply things from the top down. If I move this back down to the bottom and applied from here click apply. You can see we'd get a notification there. And you can see that there's that artifact there if I press control Z and move it this is the same thing we get here. So I will go ahead and apply this. And then we should probably take a look at cleaning up that slight artifact. We can probably do that by just adding an edge loop through here let's say, and pulling it back just a bit. And we doing there. Yeah that looks pretty good. So sometimes when you've got these faces stretched a little too much, you can get an artifact kind of like that. So I'll just do that to clean that up a bit. Now I'm going to leave the subdivision surface modifier on here for the time being. And then let's take a look at these here. We've got a subdivision level of one. We can go ahead and apply this. And if you tab into edit mode, this is what you see. We've increased the number of polygons on the object. Let's do the same thing over here. Let's apply this. And let's take a look at the body. Now we had said earlier that we're going to delete the faces underneath the clothes. And I think this is probably a good time to do that. Let's press alt Z and tab into edit mode and hit the 3 key to go to face mode. And I'll just alt and click between two of the faces and let's press control plus and expand this selection out a bit maybe to about here. And then I will alt shift click to de-select these faces here. I probably need to select these down here. You can see we need these selected. I'll hit the C key and just click and drag here. There we go. And then up here, we could alt shift click this edge and, all of this edge I think. And there we go. Now up here, we probably need to alt shift click this edge. So we have a little bit of overlap underneath the shirt from the neck. So this is, what I've selected to delete underneath the clothes. I'll hit X and delete faces. And there we go. So I'll press alt Z to go back and here we go. So now we've got fewer polygons underneath the clothes. And as I said that will help both when we're animating, so we don't have things pushing through the clothes, and we'll help reduce polycount. So now that we've done that let's go ahead and apply the mirror modifier here. We have clipping turned on, so that the points down the center of the head are merged together. But let's click here and apply that. Let's take a look at the shorts. We should apply the mirror modifier with clipping here. Apply. And the shirt same thing. Apply the mirror with clipping. Here we go. All right so do we have everything taken care of so far? Got the head, and the arms and the legs. The t-shirt. The shorts. The shoes. Now the only thing that does not have a subdivision surface modifier on it currently are the socks. So we could, go ahead and add that. Just so everything's the same because ultimately we're going to combine all of these objects. And when you combine objects in this way, the modifiers need to be all the same. All right. So now let's select the shoes, and the socks, and the legs, and the shorts, and the shirt. And let's go ahead and we can now join all of these together. Let's press control J and there we go. There they are. They're all one object now if we selected and tap into edit mode you can see this is what we get. Alright. Let's rename this guy from shirt. (giggling) Since that was the last object selected. And let's change that to the guy's name. All right so there we go. I think we are ready to begin UV mapping. In the next video we'll begin with UV mapping the shirt.

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