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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
How to create the final UV layout for all the separate objects intended to use the same image texture.
Join to comment publicly.
1st February 2017 - 07:29
do I just have to make sure no UV's are overlapping or cant I leave them distorted?
5th February 2017 - 11:19
@fraznofire308: The more distorted the uv's are the more weird stuff can start happening to the way the texture appears, generally it's good practice to get the hand of getting them as undistorted as possible. Doesn't have to be perfect though! :)
The uv's being overlapped is fine for parts that want to share exactly the same texture info, if that's what you mean. Hopefully following through the whole thing you'll see where it all slots together. :)
7th February 2017 - 23:34
@Aidy_Burrows: ok thanks, my version of blender is doing most of it right except for one part of the buckle which is a thin line, but it might just be because the actual part is tiny
thanks anyway I love the tutorials
9th May 2017 - 16:12
I don't understand how you can see the UVs for all objects, so that you can arrange them. I can only see UVs for the current object, so I can't easily arrange UVs for all of my objects.
9th May 2017 - 22:06
12th May 2017 - 10:24
@dwlemon: Hi, That bit is covered in chapter 04, at around the 4 mins 15 seconds mark.
You need the 'draw other objects' in the 'view' menu at the bottom of the uv/image editor window. This needs to be checked on, also the objects need to share the same texture in the back of the uvs too, the 'texture faces' as it were. However, in 2.79 this will become a little easier since i believe they'll be an option as to whether you want them to show regardless of whether they share a texture or not.
Hope that helps anyway! :) Aidy.