Questions tagged [uv]

UV mapping is the process of taking a three-dimensional mesh (X, Y and Z coordinates) and unwrapping it to a flat two-dimensional image (U and V coordinates), in order to texture the 3D model with 2D images.

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How to make procedural textures to follow geometry?

I know this may be a very basic question, but I somehow got myself tangled up. I'm trying to make procedural textures (like clouds) to follow the geometry of a simple model, for instance, a distorted ...
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How to make UVs islands perfectly overlap?

As you can see from the image above, this UV is composed by 4 subparts, 4 rectangles. Each of them has exactly the same vertex number and the topology quite equal compared to the others so I could ...
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How to transfer uvs from static mesh to the same rigged and animated mesh

The problem is quite simple, I have a static character, which is not rigged, this one is fully unwrapped and textured. Next to it, I have as well, the same mesh, this time rigged and animated, but uvs ...
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Is there a way to overlay two similar UV islands with identical vertex count?

Sometimes UV unwrap has several nearly identica islands. However, more often than not they differ a little. If I want to keep identical texture for these -- is there a good way to overlap them ...
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Is there a way to have the unwrapping function not rearrange islands?

I have a character I want to unwrap. I marked my seams and when I hit "unwrap" all islands are auto-rearranged. This is a great function but I need to overlap mirrored unwraps and the different ...
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How to color individual polygons in a low poly model?

So I have been working on this low poly project and have most of the modeling done. So, I have begun texturing and ran into a problem. I can't figure out how to color each individual polygon of my ...
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Is there a way to have default mesh objects come with premarked UV unwrapping seams?

I was thinking it might be useful to have default mesh object such as cubes, cylinders or other objects like the platonic solids etc from addons to default to come with premarked UV unwrapping seams ...
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Make a seamless, continuing texture on two separate models

I've made a simple test texture: ... and a simple test model. Combined, they look like: (in Unity) The image above shows two of my test objects. The left-most one is fine to me, but the right isn't. ...
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Is there a way to show distribution of UVs as a heat map?

I was wondering if there's an option in blender like that of UV unfold, to be able to see a "heatmap" for UV distribution like red for stretching and blue for too close UVs. I am quite clear of the ...
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Unwrapping buildings with holes

I have been struggling for more than a week on how to unwrap this shape: The two ways that worked are the "Project from view" and "cube projection", but the texture stretches among the Y axis when ...
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Can I have two different UV unwrappings of the same object?

Basically, I have two textures, one of which is mostly transparent. I want to combine them, so that they're one on top of the other. The problem is that one is bigger than the other, so I would need ...
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Is there a way to convert a mesh's UV's into a second mesh using a script?

So what I've been doing to bake Cycles depth maps is based on the following thread found on the BA.org forum and I've mentioned this here already but I'd like to take this a step further using a ...
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Unstretched Generated texture coordinates for Normal Mapping

I'm trying to figure out the proper way of generating a UV map that does not distort. I'm trying to generate a UV map to place a normal map on top of, that doesn't stretch to the vertices of the mesh....
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How to evenly unwrap / texture long extruded objects with folds and uneven segments?

I've some difficulties to find a satisfactory unwrap solution for this kind of long angled object with uneven segments: I'm only interested in the brown faces which are delimited by two seams. ...
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How can I unwrap each face separately so it takes up the whole picture?

I want to unwrap each face of my model so that it takes up the whole picture, instead of this: I want all of them to look like this: I don't want to do it manually. Can anyone help?
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What is the difference between Unwrap and Smart uv project?

I'm trying to baking my high poly onto my low poly mesh. Should i use Unwrap or Smart uv project? What's the difference between them??
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Texture scaling to real world measurements?

Is there a method to scale a texture in relation to the measurements of the model? For example, consider an architectural model with a concrete paving. Its image texture is a "real world" photo ...
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Get/Set coordinates for UV vertices using Python

I got this UV map, and I want to set the position coordinates for all the four vertices to x=0.5 and y=0.5 (in the center of the ...
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Align UV map island with axis or other island

I have following UV map! Those islands are both same, but one of them is mirrored. I can mirror the one of the parts by selecting UVs -> Mirror -> X Axis (Ctrl-M) however the hard part is they are ...
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UV mapping a straight image around a ring shaped flat mesh [duplicate]

Is it possible to mapping a image around a ring shaped mesh? I would imagine there should be a way to curve/distort the image around the mesh. If not, how can I straighten out the mesh easily instead ...
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How to evenly distribute vertices in an uv map?

I try to make a UV map for my object that fits the form of an already existing UV map. I manually positioning the outer edge of the map so it matches the existing map. But the innards are not in good ...
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Why texture heavily 'stretched' even though UV is well positioned?

As shown in the screenshots, the UV map of my model fits perfectly on the texture maps I created from Substance Painter, however, there are heavy stretching of texture around the borders of my mesh (...
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How to unwrap a circular track

For my banked road I sort of managed to make it look like it is a racing track. I am really stuck with the pink part that is completely flat. I have a road texture and want to apply it to that, so ...
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How do I UV unwrap multiple objects to one UV map? [duplicate]

I have created a model in blender consisting of many cubes. Now instead of UV unwrapping every single cube, how can I UV unwrap all cubes together to one UV map?
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How to create decal from mesh?

What's the best way to create and apply a new sticker on a part of a mesh. I want to create the "FORD ESCORT" sticker from scratch (with Gimp, Photoshop, Word or anyting else) because i have no good ...
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How to check if an object has a uvmap with python?

How would I test if an object object has a uv map from Python? Run some code in this case, otherwise throw an error.
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Unwrap model with UVs at proper size?

I have the model of house with seams on it. When I'm trying to unwrap it (U > unwrap) It unwraps wrong. Some polygons are bigger then others, and I don't know what to do. How do I unwrap it ...
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UV map / model turned black on saving - how to recover?

In the middle of touching up a new texture, I pressed save and suddenly my textures all turned black on the model and UV texture - just vanished. I tried reopening the file in another instance of ...
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How do I create a single object with two different texture and UV maps?

I've been trying to add some "fringe" to a coyote I've been modeling. I have the planes all where I want them, and made the original coyote one object, while the extra panels I'll be using for fringe ...
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How to UV unwrap a wall to get a consistent texture?

This is my building with all of the faces of a wall selected: When unwrapping the object, it looks like this: The issue with this kind of unwrap is that, if I wanted to make the entire wall a brick ...
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Equirectangular world-map UV layout - the sequel

TL;DR: Is it possible to edit a UV projection with the same precision as one does a model in Edit Mode, or alternatively, can one export a UV projection as a new mesh? The Details: So as mentioned in ...
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Echolocation visualisation (echosonar)

I am working currently on a visualisation of bat's echolocation system. My goal is to make bat sending waves that reveal objects before him. I already tried with wave texture but I can't figure out ...
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What is the function of “removing doubles UV”

I was working with blender and I imported a CAD file. I was trying to UV unwrap the model, which is high poly (see photos). Can someone explain to me what the "remove doubles UV" option does? In my ...
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What methods can I use to reduce such a visible seam?

I never noticed this seam on my rocks till I decided to modify the main texture for them to emit light from some of the low spots. This is a texture on all 6 sides of a cube, and subdivided a few ...
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Bake several materials in one texture

I´ve been using Blender for the last 4 weeks and i have a big problem with Bake several materials. I did three uv maps, three materials with their textures with uvs. But i don´t know why Blender don´...
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Why does my Ambient Occlusion bake and Exported UV Layout have color from my materials?

I have created an object and I have assigned a bunch of materials, each with different diffuse colors (for use in dDo) to different parts of the model. What I can't figure out is why when I bake my ...
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Cell fracture ruins the texture UV [closed]

Recently I updated blender to the new version (v2.72) and cell fracture not working how expected. After making box UV and cell fracture for the object the texture become ruined. Maybe there is some ...
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Is there more than one way to unwrap in Blender?

What are the different ways to unwrap besides marking seams on everything and unwrapping?
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In UV Editor, is there a way to set rotation of selected mesh to 0 (reset/align to view)

When I do an unwrap on a cube with seams it goes diagonally in the UV editor view. I use ctrl+p to pack and it almost aligns it to the view/texture but is there a way to unwrap it so it is aligned to ...
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Why does Blender warp UV pelt when unwrapping tight geometry?

Often when I am modeling something I need to add some very fine detail to certain areas of the mesh so I add some very tight loop cuts in that area. However when I go to unwrap it, even if it is very ...
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Attempting to stretch texture towards edges

I am currently attempting to do a trick with texture mapping and noise texturing. The effect I am trying to accomplish is to change the direction of the stretching on the noise bumps. On the image ...
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Texture Painting mode: Missing data warning

I try to do a projection painting and I followed a tutorial, but I get a 'Missing Data' warning in the tool shelf: How do I solve this? This is what I want to achieve (picture of the tutorial): ...
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getattribute() in osl is not working

I'm trying to get the UV coordinates of from UVMap using getattribute() as follows : ...
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Where can I change the settings for UV unwrap?

Angle based and Conformal for Blender 2.69? Are these still there?
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Can I copy UV map to many objects with the same and/or symmetrical topology?

I made a shoe, which needed to fit 7 different characters. So I made a mirror object for another leg, and then copied resulting 2 boots 7 times and changed shape to fit the 7 characters. Then I found ...
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When is vertex painting the right choice to color a model? [closed]

I am asking this question because I cannot think of any advantage to vertex painting over automatic uv unwrapping followed by texture painting.
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Using the face edit mode as a texture in bge

In the blender game engine, is it possible to make it look like this when you actually play the game? Obviously, this was screenshotted outside of the game player while in edit mode, so maybe it's ...
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Why are the UV coordinates from dupli parent returning black?

I have a sphere UV mapped like so: I parented a Suzanne to it and enable dupli verts, then setup a material on the Suzanne which I expected to color all the dupli Suzannes in a replica of the texture ...
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Is the w-coordinate of the UV coordinate system supported by Volumetric materials?

I want to calculate the density of a volumetric Emission material using the distance inward from the mesh surface. I've been able to do this with a cube and several coordinate systems: generated, ...
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Unwrapping Mesh Hair

I want to UV unwrap this hair mesh, and then texture it with a procedural Wave texture (parallel lines). I want the lines to converge to the tip of each spike of hair. It seems that I could do ...

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