Overview
To apply textures (images) to a 3D model, you need to perform "UV mapping." UV mapping is the process of unfolding a 3D shape into 2D and defining which part of the texture corresponds to which part of the model. This article covers everything from UV mapping basics to practical techniques.
What is UV Mapping?
"UV" refers to coordinates on the texture image (U and V are used because X, Y, and Z are already used for 3D space coordinates).
Think of it like:
- 3D model = Gift box
- UV mapping = Blueprint for wrapping the box
- Texture = Wrapping paper design
Poor UV mapping causes textures to stretch, distort, or appear in unintended positions.
Opening the UV Editor
- Select the "UV Editing" workspace at the top
- Or in any area, "Editor Type" → "UV Editor"
The UV Editor appears on the left, 3D viewport on the right.
What are Seams?
Seams are the "cut lines" for unfolding a 3D model into 2D.
Think of it like deciding where to cut when flattening a cardboard box.
Creating Seams
- Enter Edit Mode (Tab)
- Switch to Edge Select mode (2)
- Select the edges to cut
Ctrl + E→ "Mark Seam"
Seam edges display in red.
How to UV Unwrap
After setting seams, unwrap the UVs.
Basic Unwrap
- In Edit Mode, select all (A)
- Press
U→ "Unwrap"
The unwrapped UV map appears in the UV Editor.
Types of Unwrap
| Method | Description | Best For |
|---|---|---|
| Unwrap | Unfolds according to seams | Organic shapes, characters |
| Smart UV Project | Automatically determines seams | Buildings, mechanical objects |
| Cube Projection | Projects from 6 directions | Cube-like shapes |
| Cylinder Projection | Projects cylindrically | Pipes, bottles |
| Sphere Projection | Projects spherically | Planets, balls |
Smart UV Project
A method to automatically unwrap UVs without setting seams.
- In Edit Mode, select all (A)
- Press
U→ "Smart UV Project" - Adjust angle threshold (default 66°)
- Advantage: Creates UVs quickly
- Disadvantage: Not as clean as manual unwrap
Editing UVs
You can edit UV islands (unwrapped parts) in the UV Editor.
Basic Operations
G: MoveR: RotateS: ScaleL: Select island
Useful Functions
| Operation | Shortcut | Description |
|---|---|---|
| Align UVs | Shift + W | Align UVs along an axis |
| Pack UVs | Ctrl + P | Efficiently arrange UV islands |
| Average Scale | Ctrl + A | Unify island sizes |
Checking Textures
Methods to verify UV mapping is correct.
Using a Checker Texture
- Open Shader Editor
- "Add" → "Texture" → "Image Texture"
- "New" to generate a checker pattern
- Connect color output to Principled BSDF Base Color
If the checker pattern isn't distorted, UV mapping succeeded.
Common Problems and Solutions
Texture is Stretched
- Cause: UV island proportions don't match the original mesh
- Solution: Adjust the affected area in UV Editor, or re-unwrap
Texture is Flipped
- Cause: Face normals may be inverted
- Solution: Select faces in 3D view →
Alt + N→ "Flip"
Seams are Visible
- Cause: Seam placement is in a noticeable location
- Solution: Move seams to less visible areas (back side, natural folds, etc.)
UVs are Overlapping
- Cause: Multiple UV islands are in the same position
- Solution:
Ctrl + Pto pack UVs, or manually move islands
Tips for Efficient UV Mapping
- Minimize seams: Too many creates more visible seams
- Place seams in hidden areas: For characters, use armpits, clothing seams, etc.
- Consider texture resolution: Make important areas larger in UV space
- Ensure padding: Leave space between islands to prevent bleeding
Summary
- UV Mapping: Unfolds 3D models into 2D to define texture coordinates
- Seams: Specify where to cut for unfolding
- Unwrap: Generates UVs according to seams
- Smart UV Project: Creates UVs quickly and automatically
UV mapping may feel difficult at first, but the intuition develops with practice.