I have created a hallway in Blender, and then I applied "Smart Unwrap": enter image description here The unwrap doesn't look absolutely perfect, but I thought it would do the job.

Then I exported the model as an fbx and imported it into Unity. In Unity, I applied a material to it which has a texture assigned.

For some walls it looks fine, but for some walls, the direction of the UV map is changed for some reason, and the texture doesn't look right:

enter image description here

How could I set up the "direction" of the UVs in Blender and not just hope that it will work out alright (which it obviously doesn't)?

Thank you very much!

  • 1
    $\begingroup$ You can use unwrap with project from view since your object is perpendicular, with view from specified angle and orthogonal view as well. $\endgroup$
    – HikariTW
    Commented May 24, 2019 at 1:34
  • $\begingroup$ @Hikariztw Could you perhaps elaborate on what I should do to make that work? When I'm in side-view, it unwraps the side-view. How could I get the rest to get unwrapped, too? $\endgroup$
    – tmighty
    Commented May 24, 2019 at 12:59

2 Answers 2


When you do Smart UV Project you can generate UVs with islands. Then you can select the pieces that need to be rotated and rotate them by pressing R 90 Enter. You can also scale the pieces generated by pressing R 90 Enter.


I'm using Sure UVW Map (with UVW Box Map) to unwrap my architecture, it works great:

How to UV unwrap a wall to get a consistent texture?


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