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Chapter 01 - First Encounters
Chapter 02 - Navigation
Chapter 03 - Layout Customizing
Chapter 04 - User Preference Changes
Chapter 01 - Menus, Modes and Display
Chapter 03 - Layers and Snapping
Chapter 01 - Mesh Data, Object Data
Chapter 02 - Object Tools
Chapter 03 - Mesh Tools - Extrude
Chapter 04 - Mesh Tools - Bevel
Chapter 05 - Mesh Tools - Subdivide
Chapter 06 - Mesh Tools - Working With Loops
Chapter 07 - Mesh Tools - Vertex Connect
Chapter 08 - Mesh Tools - Inset
Chapter 09 - Mesh Tools - Merging
Chapter 10 - Mesh Tools - Knife Tool
Chapter 01 - Ref Images & Traffic Cone Blockout
Chapter 02 - Traffic Cone Modeling
Chapter 03 - Normal Editing - Smooth/Hard Edges
Chapter 04 - High Res Traffic Cone
Chapter 05 - Camera Modeling
Chapter 06 - Modeling With Curves
Chapter 07 - Finishing The Camera Model
Chapter 08 - Removing NGons
Chapter 09 - Hi Res Lens And Ribbed Cable
Chapter 10 - Organizing And Naming Objects
Chapter 01 - UVs Overview
Chapter 02 - Mirror Modifier
Chapter 03 - UV Unwrapping The Base
Chapter 04 - UV Unwrapping The Cable
Chapter 05 - UV Unwrapping The Cone
Chapter 06 - UV Final Layout
Chapter 01 - Baking Setup And Creating Images
Chapter 02 - Baking Ambient Occlusion
Chapter 03 - Baking Normal Maps
Chapter 04 - Creating The Base Color Materials
Chapter 05 - Baking The Base Color
Chapter 06 - Setting Up A Complete Material
Chapter 07 - Cord Baking And Multiple UV Sets
Chapter 08 - Baking The Camera Lens
Chapter 01 - 3D Painting Setup
Chapter 02 - Painting A Vertical Gradient
Chapter 03 - Multi Layered Painting
Chapter 04 - Worn Edges With Cavity Masking
Chapter 05 - Baking All Layers Down To 1
Chapter 01 - Importing A TF2 Character
Chapter 02 - Rigging And Placing The Asset
Chapter 03 - LOD Creation
Chapter 04 - Exporting As OBJ
Chapter 05 - Importing Into Team Fortress 2
Attribution & Links
Ref - camera-712122_1920-color.jpg
Ref - caution-389408_1920-color.jpg
Asset 01 - Modeling
Asset 02 - UVing
Asset 03 - Baking
Asset 04 - Texturing
Asset 05 - Exporting And Importing
Camera Fly Example Geometry
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Section 5 - UVs
24th September 2015
More UV techniques explored while unwrapping the cable.
Join to comment publicly.
11th January 2017 - 23:51
30th January 2017 - 18:16
I have a problem, when applying "Follow active quads" blender throws me the error: Location <Unknown location>: -1. What should I do?
5th February 2017 - 11:26
@arayabarrioseduardo: That is a strange one, I've never come across that before. Possibly that would require checking that it works on a standard cube ok. If you can do it on some other objects then possibly you can send me the blend file and i'll take a look at what may be wrong with the object you're getting the error on.
Hope that helps. Let me know if it's still an issue/you'd me to take a look. :)
8th February 2017 - 00:05
8th February 2017 - 14:09
@arayabarrioseduardo: That's great to hear! :)
The baking video uses a cone that we'll make to be much more nicer looking, lots more polygons to round out those curves. The downside is that we can't really use geometry like that in games, we're always looking to use as few polygons and smaller texture sizes as possible.
So what we're doing is taking our high resolution lots of polygons version of the cone and then baking it onto the lower resolution cone. This gets baked into textures that the lower resolution cone can use. The game engine or whatever rendering engine will read these textures and know what to do with them, basically trick the eye into thinking it's a much higher detailed mesh.
Hopefully that kind of makes a bit of sense! :) Aidy.
9th February 2017 - 00:02
3rd February 2018 - 07:21
5th August 2018 - 13:54
When I try to use the 'Follow active quads' command (with average length mode), I end up getting a distorted bow-tie shape in my UV editor instead of a nice flat rectangle. What gives?
When I force a seam along the long dimension of the cable to straighten it out, I get a distorted rectangle-like shape but none of the lines are square to the axes.
25th June 2019 - 20:45
*@tankcrusher210* 1 year to late but for future reference, I unwrapped the active face alone before doing a ctrl + l select and doing a follow active quads unwrap. This resulted in a slightly skewed uv but was easily fixed with a 'w' align auto.