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In the previous two movies, we showed you how to apply a UV map to a pistol and a rifle. In this movie, well show you how to assign one to a character model. Start by setting your current project to the provided scene folder, then open the file 03-UVToolkitEmmastart.ma or use your own file. Unlike the previous objects we mapped, which were made up of small simple geometric shapes, the body is a single complex mesh with a lot of organic curves. In order to map UVs to it, well need to use a process called unfolding. For more information on the basics of unfolding, see the first minute of our previous Unfolding a UV Mesh tutorial series. First, lets hide everything except the body by disabling their layers. As usual, begin by assigning an initial UV map this time a Planar map in Z. Next, well want to separate this one large UV shell into multiple smaller shells by body part, starting with the head. In parts 1 and 2 we did this by selecting faces and creating new UV