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I can only get two sides of a simple cube to show the UV Map in Blender properly. Here are my steps:

  • I add a simple cube (ShiftA > cube)
  • In edit mode, I add seams to unwrap like a cross (see pic below)
  • A (select all), U > Unwrap
  • In UV Editor, create new blank image, draw numbers on it with the paint function
  • in 3D View Editor, change to "Texture view".

All normals of the faces show correctly to the outside (blue lines in picture). I can flip the normals of the faces and then I can see the numbers, but slightly darker than the first two. Also, I can only do that trick on 3 of the incorrect faces. The last face, whichever one it is, flips the normals but won't show the UV map.

I have also tried different UV map textures and pictures (such as the built-in UV- or Color-grid)

How can I unwrap with seams so that I don't even need to consider flipping already correct normals?
3D View and UV-Map Editor screenshot

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migrated from stackoverflow.com Aug 4 '16 at 17:23

This question came from our site for professional and enthusiast programmers.

  • $\begingroup$ Did you add a material first? You never mentioned that important step. $\endgroup$ – Anthony Forwood Aug 4 '16 at 22:33
  • $\begingroup$ Actually, adding material or not did not make any difference. To my understanding I use either a texture (here via UV map) OR a Blender material. Thanks anyway. $\endgroup$ – ggbari Aug 7 '16 at 18:14
  • $\begingroup$ Actually, it's not going to give you predictable results unless you DO add a material first. It might work at times without one, but it will result in problems..... like the one you're having! $\endgroup$ – Anthony Forwood Aug 7 '16 at 18:18
  • $\begingroup$ Sorry, I agree if I want to render and I played more with it. Thanks. My aim is to just create a UV map for use in another context, not for rendering. Hence, I was not concerned with the material. But thank you for the help. $\endgroup$ – ggbari Aug 7 '16 at 18:32
  • $\begingroup$ Even when not rendering, it can create problems. The proper process is to add a material before adding a texture. There is a reason for that. Read the docs. $\endgroup$ – Anthony Forwood Aug 7 '16 at 18:37
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It sounds to me like a problem with your lighting: texture viewport mode can do some strange things with your lighting. Try adding a sun lamp illuminating the other side, or switching to rendered or material view with the texture applied in the material. I apologize if I am not answering your question appropriately (I am only going off of your text because my browser won't show your picture). Hope this helps :)

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  • $\begingroup$ Thank you. It was indeed the lighting. I did not expect it to make such a difference since I thought that the 3D View while editing was not influenced by the lights in the scene. I thought they were relevant for rendering only. $\endgroup$ – ggbari Aug 7 '16 at 18:13
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It's a lighting issue. You can fix it by going to Properties Region window (press 'N')> Shading > Shaderless.

The following is the cube before making it shaderless: enter image description here

After checkmarking 'Shaderless': enter image description here

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