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I'm working on a game which will require creating lots of different dice (different combinations of faces).

I can produce the meshes just fine, but when I go to UV unwrap them, they get all shifted out of place, which makes coloring them a lot trickier.

Since the indented parts just need to be one color, and the colored parts just need to be another, I'd like the mesh to just be a very neatly unfolded square.

Are there any tricks I can use to get my UV map to unfold more evenly and regularly?

Here is an example of what I am seeing. This is with a basic 6-sided dice that has pips. The real dice I want to do are even less regular, so the inside of them gets really wild.

enter image description here

Ideally, I'd want it to largely unfold things flat and more regularly (i.e., 6 mostly regular squares and and easier delineation between the indents that I could more or less just flood fill with color)

I'd like something that looks more like this:

enter image description here

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  • $\begingroup$ Can you post an image of your mesh and current uv map, so we can get a better idea of your issue? $\endgroup$ – Scott Milner May 1 '18 at 23:23
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    $\begingroup$ Check out the Quad Unwrap preinstalled Addon and this. $\endgroup$ – Leander May 2 '18 at 8:55

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