What is UV mapping and how does it work?
Published: Jan 21 2024 by Last documented update: Jan 21 2024 by
This page contains the theory of how to connect meshes (3d objects) with textures (which are 2d after all)
For a hands-on guide to UV mapping, check Adding decals ->
For import/export help, check Textures: Importing, editing, exporting
This is the technical term for the process of mapping a flat texture on your three-dimensional object. The most hands-on example for this is Christmas chocolate:
Regardless of that, you can not eat it.
To look at an object's UV mapping, you'll have to fire up Blender (or a 3d editing software of your choice).
An object's UV maps are visible in the Data tab:
To look at an object's UV mapping, you'll have to fire up Blender (or a 3d editing software of your choice).
Open the UV editing perspective, select a mesh, and switch to Edit Mode. If you select vertices in the viewport
on the right, you can see their UV islands in the UV editor
on the left:
To transfer UV maps between two objects, they need to be topologically identical (they must have the same number of vertices, faces and edges). The shape can change.
You can find the UV transfer menu under Object -> Data Transfer.
You can pin the edges of the UV map and then unwrap everything inside by angles. This is one of the easiest ways to adapt one UV map to another (DICrash)
If you work with UV mappings, you should definitely check out MioUV. It automates a bunch of things that used to take the better part of an afternoon:
You change the mapping by editing those UV islands. For a more hands-on guide of this, refer to Adding decals ->