Mapping UVs refers to the actual process of assigning UVs to a mesh. Typically you begin the process by projecting UVs onto the mesh surface from one or more primitive objects (like a plane, cylinder, or sphere) that approximates the contour of your mesh. For example:
- Projecting a
Planar map onto a flat street or building face.
- Projecting a
Cylindrical map around a head or torso.
- Projecting a
Contour Stretch map on uneven, hilly terrain.
Once you create the initial map, you would then use the tools in the
UV Editor to tweak the UVs to better fit the actual mesh.