Once the initial unwrap is complete,…you'll probably need to do some editing of the UVs…to get the map into a logical layout.…One that will make sense to you in Photoshop…when you begin to paint your textures.…You'll need to be able to see which UV islands…correspond to which areas of the 3D object.…Part of arranging your layout often involves…stitching vertices together to reduce…the number of islands and get rid of seams.…For that, we use the stitch tool.…Let's imagine that the object here is a box of detergent…that we need to UV map so we can put labels on it.…
We first need to select edges to be our seams.…I'll go ahead and choose every edge…so that each face is its own UV island.…I'll select all and press U, and choose unwrap.…For this example, I'll also turn on the stretch display.…This gives us a visual of whether our UVs are stretching.…Blue is no stretching and red is the highest distortion.…Now I want this face to be the front of my box…with the main logo on it, but when I select it,…I can't see the rest of the UV map in the UV editor.…
- What is a UV map?
- Working with seams and stretching
- Stitching UVs
- Exporting a UV map
- UV mapping a complete scene
- UV mapping a character
Skill Level Intermediate
Blender: Rendering with Cycleswith George Maestri1h 28m Intermediate
1. Projecting UV Maps
2. Modifying UVs
3. Organizing and Exporting UV Maps
4. UV Mapping an Alley Scene
5. UV Mapping a Character
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