Как открыть uv mapping blender
Blender по русски
Под UV-map подразумевают т.н. карту вершин объекта созданного мэш-сеткой, на которую переносится двухмерное растровое изображение.
Создание UV-развертки
Выделение граней реза для uv-развертки
Жмём Ctrl-E и выбираем появившемся списке пункт «Пометить шов«.
Пометка шва реза для uv-развертки
При необходимости, можем менять геометрию сетки выбирая ПКМ отдельные узлы и перемещая их.
Создаем изображение текстуры нашего объекта выбрав пункт меню «Изображение > Создать изображение«. Настраиваем параметры по необходимости или оставляем по умолчанию, жмем клавишу «ДА«. Размер изображения в пикселях рекомендуется выбирать кратным числу 2 с целью оптимизации работы с памятью (пример: 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048). Другие размеры допустимы, но могут оказаться не рациональными, конечный выбор можно произвести исходя из производительности в каждом конкретном случае, предворительно проведя ряд эксперементов.
Создание изображения текстуры uv-развертки
Режим создания текстуры для uv-развертки
ВАЖНО! После создания изображения текстуры, его необходимо сохранить во внешний файл. Выбираем пункт меню «Изображение > Сохранить изображение как«.
Настраиваем UV-map для стандартного движка рендера в Blender
Перейдя в стандартный набор окон по умолчанию («Default«). Выбирает закладку «Текстура» в окне «Свойства» (предварительно создав материал в закладке «Материал«). Создаем новую текстуру. Выбираем тип текстуры «Изображение или фильм«. В пункте «Изображение» выбираем файл сохраненной текстуры нажав кнопку «Открыть«.
Выбираем тип текстуры для uv-развертки
Чтобы привязать сетку координат к текстуре, выбираем в пункте «Отображение» в значениях «Координаты» > «UV«.
Привязка текстуры к uv-координатам
Настраиваем UV-map для рендера в Cycles
Если мы хотим рендерить сцену в Cycles, нам придётся задавать координаты в окне «Редактор узлов» при помощи узлов (нодов). Для этого мы можем выбрать из набора окон «Compositing«. Затем в окне «Редактор узлов» активировать пункт «Использовать узлы«.
Привязка текстуры к uv-координатам при помощи узлов для рендера Cycles
Выставляем узлы добавляя их при помощи горячей клавиши Shift-A или при помощи пункта меню «Добавить«.
Нам потребуются следующие узлы: «Текстура» > «Изображение-текстура» и «Ввод» > «Текстурные координаты«. В узле «Изображение-текстура» кнопкой «Открыть» выбираем необходимую текстуру из файлов. Из узла «Текстурные координаты» соединяем UV с Вектор в узле «Изображение-текстура«. После чего можем рендерить сцену.
Набор уздов для привязки к uv-координатам для рендера в Cycles
Выравниваем UV-map
Если нас не устраевает результат полученной автоматически UV-развертки, есть возможность быстро выравнить узлы, при условии, что форма сетки представляет из себя правильный прямоугольник. Для этого выбираем рёбра одного из полигонов и выравниваем их угол строго 0 или 90 градусов. Удобно воспозоваться горячими клавишами S > X > 0 и S > Y > 0.
Выделяем выровненный полигон, нажимаем клавишу «Пробел» и вводим команду «Follow Active Quads«.
Using UV MapsпѓЃ
Sooner or later, you may want to use an image texture on your model. The UV Editor allows you to map textures directly to the mesh faces. The 3D Viewport shows you the object being textured. If you set the 3D Viewport into Textured viewport shading, you will immediately see any changes made in the UV Editor, and vice versa. This is because no real rendering is taking place; it is all just viewport shading. If you were to apply an image to UVs then render, the texture would not show up by default. So to render an image, you must:
Create a Material for the object.
Tell Blender to use the UV textures on faces when rendering.
To create a Material, you have to click Add New Material in the Shading context.
There are two ways to tell Blender to use the UV texture when rendering; the quick way and the proper way.
The proper way is to use UV Unwrapping to manually generate UV coordinates. To use UV mapping, use the Texture Coordinate node (UV output) or the UV Map node and select the UV map to use, “UVMap” by default.
Full details of using Image textures are on the Image Textures page.
Material is Required for Rendering
You can perform UV texturing on a mesh within Blender without assigning a material, and you will even see it in your 3D Viewport in textured viewport mode. However, when you render, you will just get a default gray if the object does not have a Material assigned. You will get a black if you do not load an image. If you do not create a texture that uses the image, your object will render according to the procedural material settings.
Using the Test GridпѓЃ
If your image is a base uniform pattern and you want the application of that image to your model to look like cloth, you do not want any stretching (unless you want the cloth to look like spandex). You may also need to test your UV mapping with a test image:
The test grid applied to the UVs. пѓЃ
A preview of the texture on the geometry. пѓЃ
When you render, the mesh will have the test grid as its colors, and the UV texture will be the size image you specified. Note that Blender has a built-in test image. To use it, press the New button of the data-block menu in the Image editor header and change the Generated Type to UV Grid.
Modifying Your Image TextureпѓЃ
The advantage to saving as a separate file is that you can easily switch textures just by copying other image files over it, and you can use external editing programs to work on it. The advantage of packing is that your whole project is kept in the blend-file, and that you only have to manage one file.
© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License. Last updated on 12/18/2021.
UV ToolsпѓЃ
Blender offers several ways of mapping UVs. The simpler projection methods use formulas that map 3D space onto 2D space, by interpolating the position of points toward a point/axis/plane through a surface. The more advanced methods can be used with more complex models, and have more specific uses.
UnwrapпѓЃ
3D Viewport and UV Editor
The Unwrap operator is the only UV unwrapping operator that takes into account seams.
Result of unwrapping Suzanne. пѓЃ
This tool unwraps the faces of the object to provide the “best fit” scenario based on how the faces are connected and will fit within the image, and takes into account any seams within the selected faces. If possible, each selected face gets its own different area of the image and is not overlapping any other faces UVs. If all faces of an object are selected, then each face is mapped to a part of the image.
OptionsпѓЃ
Blender has two ways of calculating the unwrapping. They can be selected in the tool setting in the tool panel in the 3D Viewport.
This method gives a good 2D representation of a mesh.
Uses LSCM (Least Squares Conformal Mapping). This usually gives a less accurate UV mapping than Angle Based, but works better for simpler objects.
Activating Fill Holes will prevent overlapping from occurring and better represent any holes in the UV regions.
Map UVs taking image aspect into account.
Use Subdivision Surface Modifier
Map UVs taking vertex position after Subdivision Surface Modifier into account.
Space between UV islands.
A face’s UV image texture only has to use part of the image, not the whole image. Also, portions of the same image can be shared by multiple faces. A face can be mapped to less and less of the total image.
Smart UV ProjectпѓЃ
UV ‣ Smart UV Project
Smart UV Project, cuts the mesh based on an angle threshold (angular changes in your mesh). This gives you fine control over how automatic seams are be created. It is good method for simple and complex geometric forms, such as mechanical objects or architecture.
This algorithm examines the shape of your object, the faces selected and their relation to one another, and creates a UV map based on this information and settings that you supply.
In the example below, the Smart Mapper mapped all of the faces of a cube to a neat arrangement of three sides on top, three sides on the bottom, for all six sides of the cube to fit squarely, just like the faces of the cube.
Smart UV project on a cube. пѓЃ
For more complex mechanical objects, this tool can quickly and easily create a regular and straightforward UV layout for you.
OptionsпѓЃ
The Adjust Last Operation panel allows fine control over how the mesh is unwrapped:
This controls how faces are grouped: a higher limit will lead to many small groups but less distortion, while a lower limit will create fewer groups at the expense of more distortion.
This controls how closely the UV islands are packed together. A higher number will add more space between islands.
Weight projection’s vector by faces with larger areas.
Lightmap PackпѓЃ
UV ‣ Lightmap Pack
Lightmap Pack takes each of a mesh’s faces, or selected faces, and packs them into the UV bounds. Lightmaps are used primarily in realtime rendering, where lighting information is baked onto texture maps, when it is needed to use as much UV space as possible. It can also work on several meshes at once. It has several options that appear in the Toolbar:
You can set the tool to map just Selected Faces or All Faces if working with a single mesh.
The Selected Mesh Object option works on multiple meshes. To use this, in Object Mode select several mesh objects, then go into Edit Mode and activate the tool.
OptionsпѓЃ
This is useful if mapping more than one mesh. It attempts to fit all of the objects’ faces in the UV bounds without overlapping.
Assigns new images for every mesh, but only one if Shared Tex Space is enabled.
Set the size of the new image.
Pre-packing before the more complex Box packing.
This controls how closely the UV islands are packed together. A higher number will add more space between islands.
Follow Active QuadsпѓЃ
UV ‣ Follow Active Quads
The Follow Active Quads tool takes the selected faces and lays them out by following continuous face loops, even if the mesh face is irregularly-shaped. Note that it does not respect the image size, so you may have to scale them all down a bit to fit the image area.
OptionsпѓЃ
Space all UVs evenly.
Average space UVs edge length of each loop.
Please note that it is the shape of the active quad in UV space that is being followed, not its shape in 3D space. To get a clean 90-degree unwrap make sure the active quad is a rectangle in UV space before using “Follow active quad”.
Cube ProjectionпѓЃ
UV ‣ Cube Projection
OptionsпѓЃ
Set the size of the cube to be projected onto.
CommonпѓЃ
The following settings are common for the Cube, Cylinder, and Sphere mappings:
Map UVs will take the images aspect ratio into consideration. If an image has already been mapped to the Texture Space that is non-square, the projection will take this into account and distort the mapping to appear correct.
Any UVs that lie outside the (0 to 1) range will be clipped to that range by being moved to the UV space border it is closest to.
If the UV map is larger than the (0 to 1) range, the entire map will be scaled to fit inside.
Cylinder ProjectionпѓЃ
UV ‣ Cylinder Projection
Normally, to unwrap a cylinder (tube) as if you slit it lengthwise and folded it flat, Blender wants the view to be vertical, with the tube standing “up”. Different views will project the tube onto the UV map differently, skewing the image if used. However, you can set the axis on which the calculation is done manually.
OptionsпѓЃ
Use when viewing from the top (at a pole) by using an axis that is straight down from the view.
Use if view is looking at the equator, by using a vertical axis.
Uses the object’s transform to calculate the axis.
Select which axis is up.
Polar 0 is on the X axis.
Polar 0 is on the Y axis.
The radius of the cylinder to use.
Sphere ProjectionпѓЃ
UV ‣ Sphere Projection
Spherical mappings is similar to cylinder but the difference is that a cylindrical mapping projects the UVs on a plane toward the cylinder shape, while a spherical map takes into account the sphere’s curvature, and each latitude line becomes evenly spaced. Sphere Projection is useful for spherical shapes, like eyes, planets, etc.
Recall the opening cartographer’s approaching to mapping the world? Well, you can achieve the same here when unwrapping a sphere from different points of view. Normally, to unwrap a sphere, view the sphere with the poles at the top and bottom. After unwrapping, Blender will give you an equirectangular projection; the point at the equator facing you will be in the middle of the image. A polar view will give a very different but common projection map. Using an equirectangular projection map of the earth as the UV image will give a good planet mapping onto the sphere.
Using an equirectangular image with a Sphere Projection. пѓЃ
OptionsпѓЃ
Use when viewing from the top (at a pole) by using an axis that is straight down from the view.
Use if view is looking at the equator, by using a vertical axis.
Uses the object’s transform to calculate the axis.
Как сделать UV-развертку в Blender 2.8+
UV-развертка необходима для того, что-бы мы могли наложить текстуру на 3D-объект. А если точнее, с помощью развертки мы указываем как именно 2D текстура должна накладываться на 3D объект.
Я буду показывать на примере Blender 2.8. На примере кубика, так как его геометрия самая простая, да и он есть на сцене с самого начала. Если выбрать куб и перейти на вкладку UV-Editing, то вы увидите вот такую картину.
Нажатием на TAB перейдем в режим редактирования и выберем все вершины нажатием A. Слева мы увидим уже готовую развертку для куба.
Но, что делать если геометрия не стандартная? Для этого нужно подумать как разместить швы.
Хм, наверное звучит не совсем понятно, но думаю я смогу показать все на примере. Давайте изуродуем развертку этого куба как по нашему мнению «будет лучше»(нет)😁.
Я выделил верхние несколько граней. Делается это ЛКМ в режиме выделения граней, который в свою очередь выбирается вверху слева или на цифрах на клавиатуре, нажатием 2.
Далее нужно пометить их как швы. Жмем ПКМ и в меню выбираем Mark seam (Пометить шов). Далее снова выбираем все кнопкой A и сверху в меню выбираем пункт UV. В выпавшем меню жмем Unwrap. Слева отобразиться новая развертка.
Не плохо, но это не то что было. Можно конечно и так пользоваться, но мы ведь хотели «как было«. Давайте сотрем все метки швов.
Как ни чего не поменялось? Все должно было сработать!
Ладно ладно, шучу, нужно указать стандартные швы в ручную😊.
У меня получилось что-то такое.
Попробуйте сделать это сами, а что-бы помочь понять «как?«. Представьте, что этот куб нужно собрать из картона или бумаги. Слева эта самая бумага и показывается. А швы это разрезы по собранному кубу.
Для упрощения задачи в меню UV есть пункт Live unwrap. Он будет отображать изменения сразу на текстуре. Однако не забывайте, что развертка на текстуре отображается только когда выбрано что-то, например все.
Рисование по объекту
Ну вот вы и разобрались как делать развертку. Возможно даже уже нажали на пункт верхнего меню Texture paint. И при попытке что-то нарисовать у вас вылезла ошибка «нет текстуры». Все правильно. Мы ведь не сохранили текстуру и не назначили ее объекту.
На вкладке Texture paint в верхнем меню выбираем New и в новом окне настраиваем параметры и название будущей текстуры.

И сохраняем текстуру куда угодно, лучше в папку с вашим проектом.
После этого необходимо наложить текстуру на объект. В правом меню выбираем пункт «Настройки материалов» и уже в материале меняем просто цвет на текстуру.


Куб почернел, так как текстура пустая. Теперь можно красить куб удобным способом. Например можно делать это прямо в Blender.
Вы уже находитесь там где нужно. Попробуйте порисовать на кубе, просто левой кнопкой мыши. Слева, на текстуре, сразу будет виден результат.
Текстуру нужно сохранять после изменения, как мы уже сохраняли.
Так же, естественно, можно редактировать текстуру в любом графическом редакторе, например, GIMP, PhotoShop и т.д.
Ну вот, думаю к этому моменту вы уже понимаете как сделать UV-развертку в Blendr 2.8+. Спасибо за внимание и легкого моделирования!
Blender UV Mapping Tutorial [2021]
This Blender UV Mapping Tutorial explains you everything about UV Mapping. It covers what UV Mapping is, how it works, unwrapping options and much more. Both UV Mapping and UV unwrapping are not an easy thing to understand. Especially for the beginners, who don’t have experience in this. That is why we made this article that should help the very beginners to understand what UV mapping in Blender is and how to work with it.
What is UV?
First of all you need to understand what it is. “U” and “V” are just coordinates of the 2D space. Usually people use “X” and “Y” for this purpose. But those are already used to designate coordinates in the 3D space. Thus, U and V are used instead.
UV Editor interface
Therefore UV unwrapping is a process of projecting your 3D figures onto the 2D space that is called UV. This needed so later you could use these unwrapes to project 2D images onto your 3D space.
It is usually not an easy process, because making 2D images project normally onto the 3D space is difficult. But it is a very important part of mastering Blender or any other similar 3D software.
Image of sand UV mapped onto a sphere
How Does Blender UV Mapping work?
To start working with Blender UV mapping you need to open the UV Editor. A good idea would be to change to the UV Editing workspace that automatically creates a convenient interface where you can work with UV.
You can also right away notice here that the default cube comes already unwrapped from the get-go. That is because any of the simple objects from the Add menu come with a ready UV map.
This is a good moment to add material to the cube and add an image texture to it, so you could see how it works yourself. Just in the Properties Editor, Material Properties change the Base Color source to the Image Texture.
Then use the Open button to locate any image file on your computer. After that change to the Material Preview and you should see the new texture applied to the cube.
On the left you should see your image applied to the object and the unwrap on top of it. Each of the elements of the unwrap like face, edge and vertex correspond to the according face, edge and vertex on your 3D model.
Also you can transform the unwrap in the same way you transform any 3D object. Meaning that you can move, rotate and scale it by using the same instruments and shortcuts. If you try to do any of the transforms on the UV map – you will notice the changes made to the texture on the object in real time.
As you can see I have both rotated and scaled my UV map and the sand texture have also scaled and rotated in the same way. And as I have scaled the UV map more than the image itself – it becomes duplicating the texture. And on my sand texture this is very noticeable.
Now let’s try to Unwrap the Cube ourselves. Yes, it is already unwrapped, but more complicated objects would not be. So it is a good idea to test things out and train.
Blender Unwrapping Options
To open the unwrapping menu – in Edit Mode of 3D Viewport click on the “UV” button on top or use the shortcut key – [U].
Here you can see a lot of different Unwrapping options and settings. Let’s go about them one by one:
Stretched textures on the sides after Project From View
Adding Seams and Unwrapping object with Seams
Last options in the UV settings are Mark and Clear Seams. The simplest way to understand how Unwrapping works is to imagine that your 3D objects are made out of a single piece of paper. And you need to flatten this piece of paper on the ground by making as few cuts to the object as possible. These “cuts” are what is called seams in Blender.
So to properly Unwrap an object you need to mark seams in the right places and then press the “Unwrap” button. You can try pressing it right now – but as I mentioned before – nothing will happen as you need seams to unwrap an object.
For a quick example select a face and press Mark Seams. This will create seams on the all edges of the selected face. You can notice that the edges became red. This means that they are marked as seams.
After Unwrapping this you can see that this face’s UV is now separate from the whole object. And all other faces of the cube are overlapping each other and scaled poorly. That is because we don’t have any seams there, so Blender just squished our object into 2D. Imagine the paper Cube getting squished – it would look something similar to this.
To fix it, we will need to add some seams in the proper places and unwrap again. Try imagining how to do this and try it yourself. Here is how I did it and the result. It is practically the same cross shape that we had at the very start.
Blender UV Mapping A More Complicated Object
Now let’s try to UV unwrap and map a more complicated object than just a cube or any other default objects from the Add menu. I have made this simple barrel object for this task.
I have applied an image of wood as material to it. And as you can see – it is already unwrapped. That is because I have made it out of a cylinder. And as you already know – any object from the Blender Add menu comes unwrapped.
But because I have distorted and changed this original cylinder – the default UV map is no good for me. It has some really stretched textures in the places where I have changed the mesh. And you can see on the UV Editor that they are so stretched because they unwrapped as edges instead of faces.
To fix this let’s try to use some of the Unwrapping options. But before that it is important to Apply the transforms of your object. Because when you change the object’s information this can affect the UV mapping and mess it up. As you can see – in my case Scale is all messed up.
And to fix it I need to Apply a Scale transform. To do this proceed to the Object > Apply [Ctrl+A] > Scale. Or also you can Apply All Transforms, including scale.
This changed the all messed-up scaling of my object and made it all equal to 1.
Now proceeding with the UV mapping. Starting with the Smart UV Project. It does not bring good results at all. You can see seams all over the place and it overall looks terrible.
The Lightmap Pack is even worse. Frankly, none of the other Unwrapping options look any better. The only one that is at least close to looking good is the Cube Projection.
Still there are clearly visible seams and overlapping textures. But it is manageable and if I work on it a little – move and scale the UV’s, you can see that it can be considered a properly UV mapped object.
The problem with this is that it requires a little bit of work and, most important, knowledge of what you are doing.
Therefore let’s try to unwrap it ourselves by marking seams. I chose a wooden barrel mesh because it can be easier to understand where to apply seams. Just imagine a real life wooden barrel and think which parts of it can’t be made out of the same piece of material.
For example the lid should definitely be made out of separate pieces. So I can safely select the edges around the lid and mark them as Seams.
Unwrapping this, though, clearly shows that this does not work yet. That is mainly because Blender tries to unwrap the whole main cylinder of the barrel as one connected UV mesh without any cuts.
Marking this edge loop as Seam should both fix the barrel main cylinder problem and unwrap it a lot better on the 2D space.
At first glance it may seem that everything became even worse than it had been. But in reality I just need to change the scale and rotation on some of the UV’s and this will make the result a lot better.
After a little bit of work – the result is much better. As you can see – some UV’s do indeed overlap. In some cases this can be a problem – in others such as this – not a problem. In my cases overlapping meshes simply does not bring any problems to the result.
Adding Second Image to a Blender UV Map
You can notice that my barrel has a mesh in the middle that extrues out.This part of the barrel looks really weird right now and merges too much with the main cylinder. That is because from the very beginning this part was intended to have different material.
There are basically two ways how you can make this part to have different texture. First is to merge two wanted textures into one image. You can use any image editor for this. For example here is what I have made:
Then you simply need to use this image as texture for your object and then use transforms to place all your UVs the way, so that necessary parts would be in the necessary places.
It did what we wanted it to do. But the second method would be better. The only option when you would use the first way that I see is if you really need to have only one material applied to an object. Because the second method adds one more material.
Simply create new material, add it to an object. Then select the part that needs to differ and press Assign.
Alternatively you can also separate the needed part from the object all together and then apply new material to the separate object.
The main advantage of this method over the other one is that you can change settings of the separate material. For example – I can make it metallic and reflective. If I would do that for the previous material – wood would also become reflective and metallic, which is not the desired result at all.
Conclusion Blender UV Mapping
Blender UV Mapping is a very important process if you want to produce high quality textures and then renders. Though, as we saw – UV editing can be difficult to work with and needs some time to get used to.
But it becomes easier over time. Both because you learn more and receive experience and because technologies help you. Some time ago there was no way for automatic Unwrapping such as Smart UV Project and all needed to be made manually. Maybe in some time more the process will be even more automated. See also our other Blender Tutorials or since Blender can now also work with Daz3D Assets checkout our Daz Product 3d Model Highlights.




















