Prepare a UV mesh for unfolding

To prepare a UV mesh for unfolding

  1. Ensure your polygon model has UVs.

    Perform an initial UV mapping operation to produce a UV mesh. You can create UVs using any UV mapping technique. See Mapping UVs.

  2. Perform a mesh Cleanup, particularly for non-manifold geometry. You can either do this from Mesh > Cleanup or by activating the Fix Non-Manifold Geometry option in the Unfold options.
  3. Apply the checker pattern shader. See Apply the checker pattern shader to a UV mesh.

    When the checker pattern looks even, this indicates that the spread of UVs is even. An even spread of UVs is important to avoid texture warping when you apply your texture. In some cases you may need to experiment with different mappings to give you the best base to start with.

  4. Perform edge cuts on your UV mesh, either by manually cutting edges on the UV mesh, or by using the Auto Seams command.

    Anticipate that cuts will result in texture mismatches along edges, and locate edges on the model where they are least visible. For example, make cuts under the arms or on the back of the legs of a character.

    Once you are satisfied with the cuts you’ve made, you are ready to unfold the UV shell. See Unfold a UV mesh.

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