I'm trying to make a Skybox in Blender with a cube and multiple UV maps. My workflow till now: Added a cube -> added 6 Uv maps under Data panel -> new Material -> new Texture. I don't understand how to get UV information on each face of the cube to the specific UV Map. I tried to add another UV Map then selected the face and Unwrapped it, but that doesn't work. How do I do this? And also, do I need 6 Materials or is 1 Material with 6 different textures also possible? <3

Edit: I want to import everything into the Unreal Engine, and I need 2048 Resolution on each face.

  • $\begingroup$ Could you clarify what your workflow is? $\endgroup$ – Carlo Sep 8 '15 at 18:13
  • $\begingroup$ If I had a workflow I wouldn't ask, I just want a skybox for the Unreal Engine. I found this wonderful tutorial link but it's for 3DS Max and they are using ID mask or something which I thought are just multiple UV's. $\endgroup$ – Ninjin Sep 8 '15 at 18:54

Each UVmap always contains the UV coordinates of all the object's faces.

If the material is the same for each face, I would suggest to make 1 material with 1 big texture that contains all 6 individual textures. Each face's UV island should cover to only a portion of the UV layout as it's done in this related answer https://blender.stackexchange.com/a/28349/15140

enter image description here

This is just one of the possible UV layouts. Sometimes can be useful to have a 3x2 matrix of images and using a rectangular texture... it dependes on your needs.

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  • $\begingroup$ Does it make any sense to change the material for each face? I want to import everything into the Unreal Engine, so I need 2048 Resolution on each face... Is your suggestion to make a 6k texture?! $\endgroup$ – Ninjin Sep 8 '15 at 17:24

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