Cut the seams. See the map.
A UV map tells a flat image where to go on a 3D model. Read it, mark seams and unwrap a cube and a cylinder, see why a closed object cannot unwrap without cuts, use Project from View, Cylinder and Sphere Projection, and tidy up with Smart UV Project, Pack Islands and Average Islands Scale. A copy of Blender's UV Editing workspace, with the same keys.
STAGE
01
LMB select · Shift add · G S R · Wheel zoom · MMB pan · Home
LAB VIEW
MMB orbit · Shift MMB pan · Wheel zoom · Numpad 1 3 7
KEY IDEAS
From 3D to flat
A UV map is a flat copy of the surface. Seams say where it may split; unwrapping and projections decide the shape of each piece on the image.
- U, V
- The two coordinates of the image: U across, V up, both from 0 to 1. Every corner of every face has its own pair.
- UV island
- A group of faces that stay joined on the image. A seam edge appears twice, once on each island border.
- Seam
- An edge where the surface may split when you unwrap. Red in the 3D Viewport. It does not change the model.
- Unwrap
- Flattens the selected faces with as little stretch as possible, cut at the seams. A closed island cannot be solved.
- Projection
- Sends the image onto the faces from a direction: the view, a box, a cylinder or a sphere. No seams needed, some stretch.
- Stretch
- How much the image is squashed on a face. Display Stretch colours it: blue none, red a lot.
- Pack · Average
- Pack Islands places the islands in the square without overlaps. Average Islands Scale gives them the same pixels per metre.
- 0–1 square
- The image. UVs outside it repeat the texture (tiling); for painted or baked textures keep everything inside.