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en:blender:uv-mapping [2024/04/15 13:16] – created murrayen:blender:uv-mapping [2025/08/18 14:12] (current) – adminwiki
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 ===== Set UV mapping ===== ===== Set UV mapping =====
  
-UV mapping is in essence a method of laying the object out flat in order to orient textures onto them.+UV mapping is essentially a method of laying out the object flat in order to align textures on it.
  
  
-The best appraoch is to mark sharp edges for simplicitys sake.+It is best to mark sharp edges for the sake of simplicity.
  
 {{blender:aligning_1_1_.jpg?800}} {{blender:aligning_1_1_.jpg?800}}
  
-Enter edit mode (tab) and select the edges (2 for edge select) where the seams should be.+Go to the editing mode (tab) and select the edges (2 for edge selection) where the seams should be.
  
 {{blender:unwrapping_3_.jpg?800}} {{blender:unwrapping_3_.jpg?800}}
  
-With the necessary edges selected, right click and select "mark seam". This is where the model will be "split" in UV space, and should be indicated by a different colour.+Right-click on the desired edges and select "Mark seam". This is the point at which the model is "split" in UV space and should be indicated by a different colour.
  
 {{blender:unwrapping_4_.jpg?800}} {{blender:unwrapping_4_.jpg?800}}
  
-Press A to select everything on the object, then U and choose either "unwrap" or "smart unwrap". Depening on the model, one or the other will produce better results. In addition, smart unwrap allows you to set a cutoff angle for UVs- in other words, what degree of angle and edge can have before it is split on the UV map.+Press A to select everything on the object, then U and select either "Unwrap" or "Smart Unwrap". Depending on the model, one or the other method will give better results. You can also use Smart Unwrap to set a cutoff angle for UVs, i.e. the angle that an edge may have before it is split on the UV map.
  
-In addition, an orthagonal or square UV map makes the process of texturing easier, so it is ideal to ensure the unwrap results are like the ones above.+Also, an orthogonal or square UV map facilitates the process of texturing, so it is ideal to ensure that the unwrap results are like the ones mentioned above.
  
 {{blender:unwrapping_5_.jpg?800}} {{blender:unwrapping_5_.jpg?800}}
  
-On the top row of tabs, select UV Editing. The left screen shows the object unwrapped and essentially laid flat.+From the top row of tabs, select UV Editing. The left screen shows the unwrapped and essentially flattened object.
  
 {{blender:unwrapping1.1_1_.jpg?800|}} {{blender:unwrapping1.1_1_.jpg?800|}}
  
-By contrast, if we unwrap with "UV project" (note: blender works as normal in the right side window, there is no need to switch workspaces), the program breaks the cube into 6 flat squares. This is because the edges of the cube are above 89 degrees, which is the highest angle limit possible to set. Whatever is above this limit, will be a seperate UV. This is not ideal for seamless textures, hence smart unwrapping is more useful for complex objects, and the angle limit must be experimented with.+In contrast, this is the result of smart project. Note that the walls of the cylinder have been laid flat in one piece, while the ends are separate UV surfaces. This is again because the edges between the surfaces that form the wall of the cylinder, **below** the angle specified in the angle limit and the edges at both ends are 90 degrees - **above** above the angle limit. 
  
-{{blender:unwrapping1.1_3_.jpg?800|}}+**Note**: This result (cylinder wall unrolled in one continuous piece) is ideal for most textures as it produces the lowest possible number of noticeable edges in the texture.
  
-The point is more obvious the example of a cylinder. If we mark seams along edges and on one edge of the cylinder, press A and then U, the normal "unwrap" option simply cuts the mesh along the seams and lays the cylinder flat. +It is also important that the results are orthogonal or square so that the textures are displayed in the correct orientation.
- +
-{{blender:unwrapping1.1_4_.jpg?800|}} +
- +
-By contrast, this is the result of smart project. Note that the walls of the cylinder have been laid flat in 1 piece, whereas the ends are seperate UV faces. This is again because the edges between the faces which make the wall of the cylinder are **below** the angle set in the angle limit, and the edges on both ends are 90 degrees- **above** the angle limit.  +
- +
-**Note**This result (cylinder side unwrapped in 1 conjoined piece) is ideal for most textures, since it creates the smallest possible number of noticable edges in the texture. +
- +
-Also important is to ensure the results are orthagonal or square, this will help textures to display in the correct orientation.+

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en/blender/uv-mapping.1713183394.txt.gz · Last modified: 2024/04/15 13:16 by murray
vrdoroVR made easy

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