I'm learning blender and came upon this small problem when trying to uv-unwrap the small hinge below.

I'll start by telling how I made it, as it might help answer the question. I simply took a cube made it flat, and used the knife-tool to cut it in two. This made the shape on the right (squared out?), where the front and the back are one n-gon (as I see it). But this produces the uvmap at the bottom right?

I then removed the face and build up the front and back with tris and quads, and the unwrap ended up as expected.

hinge and UV map

So my question is, how do I ensure that I do not end up in the same situation again, when modeling? I don't want to go back and having to add tris and/or quads to get a sensible unwrapping. Are there some rule of thumb to follow, to ensure a good unwrapping result.

  • $\begingroup$ Sorry for being late. Have you been using seams? $\endgroup$ Oct 12, 2015 at 20:17

1 Answer 1


If you try unwrap flat surface - the best method for this is U -> Project from view (Bounds).

enter image description here

It just copy real position of vertexes from current view to UV, without any distortions.


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