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

  • $\begingroup$ 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

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 :)

| improve this answer | |
  • $\begingroup$ 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

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

| improve this answer | |

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.