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I need help with lining up some things for my model when using the UV wrap. I have attached what the model looks like and the texture I want to apply to it. Is there an way to do it that a beginner could understand or would it be a bit difficult?I just done this with a smart uv project and a quick paste of a candy cane colour and pattern

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First, some general UV unwrapping tips

If you want to make it easy on yourself, first fix the topology of your object to be all quads that flow together.

Quad flow topology

What this means is that you want the faces of your mesh to be squares instead of triangles where possible, because the subdivision will occur smoothly and predictably, and most importantly in this case - your UV unwraps will be much more clean and manageable.

More on quad topology here.

Addressing some problems specific to your model

There is an area with bad topology - faces are overlapping. Move these edge loops:

Overlapping faces

And here are the problems with your seams:

UV seams problems

Here is what I suggest doing instead to fix it:

UV seams suggested solution

How I approached this

Now that you know a better way to place your seams, I should explain that for an unwrap as simple as this, you don't even need to use seams. You can simply select the faces you want and unwrap by section. Only selected faces will be unwrapped.

Select everything except the two end caps. Then do a UV unwrap using the 'Follow Active Quads' method. This method gives very clean results on topology consisting of long spans of quads.

Follow Active Quads

'Length Average' is the way to go to minimize texture distortion in this case, since it curves around corners.

Length Average

In the UV/Image Editor, scale your unwrap result down to fit within the square area.

Next, select only the two end cap faces, go into top view so you're looking at them straight-on, and UV unwrap again. This time choose 'Project From View'.

UV Unwrap - Project From View

Place your two unwrapped cap faces on your UV Map.

The UV unwrap result, resized

Here is the result:

Sock Stripes

If your texture looks strange on the tips you can Extrude the end caps so that the texture will be pulled in to a tiny point.

Extrude and scale in the end cap faces

You would want to do this if you were creating a candy cane, for example:

Candy Cane

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  • $\begingroup$ Being the beginner I am I don't understand all of what you said so if you could maybe break it down for me. Thanks $\endgroup$ Dec 13, 2015 at 18:17
  • $\begingroup$ Sure, I can go into more detail. Which parts specifically do you have questions about? $\endgroup$
    – Mentalist
    Dec 15, 2015 at 6:36
  • $\begingroup$ Could you go into detail with the start? The stuff about fixing the topology to be all quads? I should be ok with the rest $\endgroup$ Dec 15, 2015 at 15:55
  • $\begingroup$ I elaborated a little more and added a link. Let me know if that clears it up for you. Topology can be a complex topic, but for your mesh nothing fancy is required - just know that squares are good. ;-) $\endgroup$
    – Mentalist
    Dec 16, 2015 at 14:33
  • $\begingroup$ I don't understand entirely because there are no triangles apart from the pointed tip and rounded bit at the other end and in your example you only changed the arch but I don't understand what to change on my one really $\endgroup$ Dec 16, 2015 at 16:54

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