UV Unwrapping for Beginners (Blender Tutorial)

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
in this blender tutorial i will show you how to  do uv unwrapping for beginners so this tutorial   is geared for beginners so i will go very slowly  and show you all the basic steps and the process   of how to do uv unwrapping in blender so if you're  more of a beginner to blender or 3d modeling then   you may be wondering why we even need to do uv  unwrapping so let's say that i have a 3d object   and i want to take a 2d image and i want to put  that image on the 3d object so what uv unwrapping   does is it tells the texture how it's going to  be placed on the object and so kind of what it's   doing is it's creating a 2d version of the object  because you are taking all of the faces on the   object and you are flattening them out and then  that way you can place the 2d texture onto the   flat version of the 3d model and so where the uv  mapping is on the texture that's where the texture   is actually going to be displayed on the object  and then of course you can edit the uv mapping so   you can scale the uv mapping to change the size  of the texture and you can move the uv mapping   around to change where the texture is placed and  you can rotate the uv mapping around the texture   real quick before you continue if you'd like to  help support me and this channel to help me keep   creating blender tutorials and content then i will  have links in the description to my gumroad store   and my patreon page and the youtube memberships  those are all great ways to help support me and   this channel and if you enjoy this tutorial and  you'd like to give me a little tip you can also   send a super thanks underneath this video here  on youtube i do appreciate your support alright   so let me give you a real example here in  blender so i'm just gonna take this cube   here and i'm going to apply a texture onto it so  what i'm going to do is click right over here to   the shading tab so now that we're in the shading  workspace i have the 3d view right here and then   i also have the shader editor right over here so  to actually add a texture onto the object we need   to add a new material and then we need to add  in the texture into the material so with this   cube selected i'm going to click on new here to  create a new material and then i want to add in a   texture here so in the shader editor i'm going to  press shift a and let's go here to the search and   i'm going to search for an image texture and i'm  just going to drop the image texture right here   and then i can click on the open button to open  up an image texture and then i am going to be   downloading this rough wood texture and this is a  free texture from a website called polyhaven.com   so i'll have the link in the description if you'd  like to download the same texture that i'm using   or you can just use some other texture that you  have or really any image file so i'm just going   to click on the diffuse this is the color one  just because i want to preview the color and   then i'm going to click on open image of course  if you set up an entire material with a color map   and a roughness map and a normal map then this  will work fine as well i'm just going to use the   color though for this example and i do also have  a tutorial specifically on how to set up texture   maps in blender if you'd like to check out that  tutorial i will have the links in the description   so we've now added this color map here the wood  color map and i want to put this onto the material   so what i can do is i can pull out a wire hair  from the color and then i'm going to stick this   into the base color of the principled shader now  you can't actually see the texture on the object   and that is because we are in the solid view so to  preview the texture on the object we either need   to go into the material preview or the rendered  view so what you can do in the 3d space is you   can hold down the z button and then you can move  your mouse up to go into the rendered view and   then it's actually going to render it and it's  going to show you a rendered version or you could   just go into the material preview that's what i'm  going to do so i'm going to hold down the z button   and then move my mouse to the material preview  and let go and then this way it's just going to   have a real-time preview of the material so we  can now preview this wood image on the cube now   we actually haven't done any uv unwrapping yet all  we've done is we've stuck the color to the shader   and this is because the default primitive objects  in blender already are uv unwrapped on default so   let me just make this a little bit smaller make  this a little bit smaller so we have more space   here so if i press shift a or go right here to  the add menu i can go to mesh and then here are   all the default primitive objects in blender  and i could add any of these objects so i'm   going to add a cylinder and then i can press g to  grab let's hit x to bring it over on the x-axis   stick it there i'm also going to press shift a  and i could also like add a monkey here so this is   the suzanne head the mascot of blender i'm gonna  press g to grab and bring this over on the x-axis   so all of these primitive objects in blender  already have a uv map applied to them so i can   click here on this object and then over here  on the materials i can click on the drop down   and i can add the same material and you can see  again we're able to see the texture on the object   because it already has been uv mapped and then i  can also click right here on the suzanne head here   and then i can click right here and add the  material just so that we can preview the wood   object so these objects already have a uv  map but when you are editing an object it's   going to kind of mess up the uv editing and  also you might want to change the uv editing   for instance right here you can see that there  are some seams and things and some of the wood   is going at different angles you can see the wood  is a little bit stretched here so you might want   to change the default uv editing you might want  to re-uv unwrap the object and also in many cases   you're going to do more complex modeling to the  objects and so that is going to mess up the uv   editing so after you've done all the modeling  for the object and the modeling is finished   then you can do the uv editing so just to show you  if i select the cube and press the tab key that's   going to go into edit mode and let's say i want to  add some loop cuts here so i'm going to press ctrl   r to add a loop cut and then i can scroll my mouse  wheel out so there are two loop cuts and then i   can left click and then right click just to place  them there now that didn't really change the uv   editing at all but if i press s to scale this and  i scale that out now you can see the uv editing   is getting messed up so you can see there's some  weird stretching there and there's that little   sharp area there so this is why you have to re-uv  unwrap an object after you model it you usually   aren't going to be able to use the default unwrap  of the objects now to preview the uv editing we   can just click right over here to the uv editing  layout so right over here in the uv editing layout   right over here we have the uv editor so this  is the window that we can edit the uvs and then   right over here we have the 3d space and you can  see that the uv editor has automatically added in   the texture so we can see it in the background of  our uv editing now if for some reason it hasn't   added the texture in the background then you  can scroll over here and you can click on the   drop down and then you can add in any texture that  you want to see in the background but because we   added in the image texture right here blender  detected that this was the image that was on   the material so it already added it right over  here on the uv editing tab it added it here in   the background now right over here on the 3d space  you do want to make sure that you are in edit mode   in object mode you can't edit the uv editing so it  is important that you press the tab key to go into   edit mode now if i press the a key a few times to  select everything we have now selected all of the   vertices and the faces so we've selected the  entire mesh so then right over here in the uv   editing you can actually see what it looks like  and if i press the a key to select everything   this way you can see it better so this 3d mesh  right over here is represented by the uv editing   right here and if i click right here to go to the  face select i can select different faces and when   i select the different faces in the 3d view it's  going to show me where that is on the uv editing   and also we are back in the solid view so i'm  just going to hold down the z button and go into   the material preview and that way we can actually  see the wood texture so we can use the uv editing   to edit how the texture is placed on the objects  so if i move the uv editing that is going to move   around the texture so i'm going to press the a key  to select the entire mesh and then if i move my   mouse into the uv editor i can press g to grab and  it's going to move that around and so as it moves   around the uv editing that is going to change  where the texture is placed because if i like   click on this face right here that is the face  in the very center so then if i press g to grab   i can move this around on the texture for instance  maybe i want this texture here to show that little   knot right there in the wood i could press g to  grab bring this over and stick it there and then   right over here on the side you can actually see  the knot of wood i'm going to press ctrl z to undo   that if i press the a key to select everything  i can also press s to scale and i can scale this   so maybe i want to scale this way down and maybe  it's a smaller object i could scale this way down   and now the texture is much smaller or i could  scale it up if i want to see much more of the wood   and i can also rotate it as well so maybe i don't  want the grains of wood to be going back and forth   i want them to be going side to side i could press  r to rotate here in the uv editor and i could just   eyeball it or i could type in a specific value  so i could type in 9 and 0 and then hit enter   to rotate it over by 90 degrees so now you can see  the grains of wood are going back and forth on the   x-axis instead of the y-axis and you can also just  select a vertex like for instance i could select   this vertex right here and then i could press  g to grab and i could move this around but most   of the time you're probably not going to do this  because as you can see if i like bring this out   it's going to stretch that texture and that looks  really bad so for most things you're probably just   going to move the entire face around so i could  just click right up here in the uv editor and i   could change this to the face select and then  i could select these faces and i could press g   to grab and if i navigate down here if i press  g to grab that is going to move that face down   there all right now this texture is still really  stretched and there's some problems here so we   need to re-uv unwrap this texture because this uv  map isn't actually that good because we modeled   it and changed things it's kind of messed up so we  need to create a new uv unwrap so how you do this   is make sure you're in edit mode and then you're  going to press the a key to select everything   or if you just want to uv unwrap a certain area  you can just select the faces that you want to   uv unwrap in this case i want to uv unwrap all of  the object so i'm going to press the a key a few   times to make sure everything is selected so now  what you're going to do is you're going to hit the   u button and the u button is going to bring up the  uv map settings and there are a bunch of different   settings here i'm just going to go over the main  ones that you're probably going to use most of   the time so there's this first one here this is  just unwrapped and this is just the default unwrap   and so if i click on this it's just going to  unwrap the object and you can kind of think of   this setting as being like a manual unwrap so it's  just going to manually uv unwrap the object now   if i click on the unwrap button you can see right  down here there is an error and it says the unwrap   failed and it says edge seams may need to be added  so basically blender is telling us that it doesn't   know how to uv unwrap this because it doesn't know  how to cut out the mesh because as i talked about   earlier we basically are taking this 3d mesh and  we are flattening it out so that it is kind of   like a 2d version of the mesh you can see this  right here this is 2d this doesn't have any 3d   area we can't navigate around in 3d this is just  flat 2d and there is a 2d texture here so what   we need to do is add seams and the seams are going  to tell blender how we want the mesh to be cut out   and i will show you how to add seams later in  this video for now though i do just want to uv   unwrap an area so i'm just going to select this  face and then i'm going to hold down the shift   key and select this face so we now have just two  of these faces selected and we have that weird   stretching there so i want to re-uv unwrap this so  with those two faces selected i'm going to press   the u button again and then i can just click on  unwrap and now you can see that it's unwrapped it   and you can see that the texture goes from this  plane right down here to this plane because we uv   unwrapped these together and there wasn't any seam  in between them and also if i press the tab keto   back to object mode you can see there isn't any  stretching and that looks very nice so this square   right up here that is represented right here and  then right over here this little area which kind   of folds down that is this part right here so  then as i talked about before i could press   s to scale it r to rotate it or g to grab it  just like if you were to scale or rotate or   grab something in the 3d space you can scale or  grab or rotate the uv editing alright so that is   the first uv unwrap setting so i'm going to press  the u button again and i'm going to go down here   to this one and this is the smart uv project and  so with the smart uv project you don't actually   need to add seams and blender is just going to  guess and it's going to do the best job that it   can to uv unwrap the object so i'm going to click  on the smart uv project and then there are a few   settings here these settings you probably aren't  going to use most of the time so i'm just going to   click on the ok button and so this is the smart  uv project and so you can see that blender has   automatically decided where it's going to cut out  the mesh and it's done the best job that it can to   uv unwrap the object and what's really awesome  about the smart uv project is that there isn't   any stretching of the texture if i look around  here i really can't see any stretching it   all looks pretty good and over here on the uv  editing it's also done the best job that it can   to optimize the size of the uv editing so it's  scaled up the uv editing and it's tried to make   it the biggest size that it can and it has covered  most of the texture there still is this little   part right here that it's not using but it has  done the best job that it can and so the smart   uv project works really well for very blocky  objects or objects that don't need the texture   to seamlessly go from one face to another face  because for instance right here you can see that   the wood texture doesn't seamlessly go from one  face to another face because if i select this face   right here in the uv editing the face is down here  but then this face is right up here so the faces   are not next to each other on the uv mapping  and so because of that the texture isn't going   to seamlessly go from this face to the other face  and so that is where adding seams comes into play   so if you have specific areas that you want the  texture to evenly go from one face to another face   then you wouldn't want to add a seam there you  would want to add a seam to other areas preferably   other areas which you aren't going to see on the  3d mesh all right so let's go to the next one so   i'm going to press the a key to select everything  and then i'm going to press the u button and the   next one that i want to show you is the project  from view and also the project from view bounds   so let's first click on project from view so this  is going to do exactly what the name suggests   it's going to uv unwrap the object from our view  so how we are actually looking at the object so   if i just kind of move over here to the side then  press u and do the project from view you can see   it's just going to flatten the entire object from  our view and so you can almost see the shape of   the 3d object right there so what i'm going to  do is press 3 on the numpad to go to side view   and zoom in here and i'm going to press u again  and then i'm going to click on project from view   so this is going to make this very flat so if i  look here on the side let me just kind of bring   this object over so it's out of the way if you  look here on the side we uv unwrapped it from this   view and so all the faces right here look very  flat but because we unwrapped this from the side   view if you go right up here to the top you can  see that this face is all stretched if i select   this face and zoom in here to the uv editing  you can see that the face has been squished down   and that is because we uv unwrapped it from our  view so we uv unwrapped it right here on the side   so that face is just very squashed and so it's  basically only using one pixel if i zoom way in   here it's just using one color pixel and so that  one color pixel is going to be stretched along   that entire face and then if we go right over here  to the back this is going to have the same texture   as the texture right here like you can see right  up here there's these two little dots here on   the wood texture and they're also right there and  that is because they are sharing the same space   if i select this face and then shift and select  this face you can see they're actually overlapping   because they are sharing the same space because  we unwrapped it from our view so the project from   view setting can be very useful if you have more  flat objects or you just have like a giant area   that you want to flatten but for 3d objects like  this it doesn't work too well now there is another   variation of the project from view so if i hit  the u button again this one says project from view   bounds and what this is going to do is going to do  the same thing but it is going to scale up the uv   mapping and make it as big as it can without going  out of the bounds of the actual image texture   so if i zoom way in here and i press u and then  just do the normal project from view right here   on the uv editing you can actually see that the uv  editing goes out of the bounds of the image or i   could scale way out and make this really small and  then press u again and do the project from view   and you can see now the uv editing is really small  so again what the project from view bounds does   is it does the same thing it just projects it  from our view but it scales the uv mapping and   it makes it as big as it can without going out  of the bounds of the texture all right so now   that we've covered those things let's actually do  a good uv unwrap to a cube object so i'm going to   press the tab key to go back to object mode i can  just press x and let's just delete this object   and then i'm going to press shift a and i'm going  to go right here and just add a new cube and then   i want to add the same material so i'm going  to click right here to the material properties   and then i'm going to click right here and let's  just add the material so i can now just preview   the wood material on the object and then i'm going  to press the tab key to go into edit mode and   just to change how the uv mapping is i'm going to  press u and then i'm just going to do the project   from view alright so now the uv editing is all  messed up and we want to fix it so we're going   to need to add seams to tell blender how we want  to cut out the mesh and then blender can make the   uv editing flat and it can flatten it down on the  texture so if i just press u and then just click   right here on the default unwrap you can see it's  going to give us that error there so now let's   add some seams so to add seams i'm going to click  right over here to go to the edge select because   i just want to select the edges so what i want  to do is i want to open up the flat face right   here kind of like if this were like a treasure  chest or something and i wanted to open up the top   of it so to do this i'm going to select this edge  and then i'm going to hold down the shift key and   select this edge and then hold down the shift key  and select this edge alright so now all of those   edges are selected so to add seams i'm going to  press u and then i'm going to go right down here   and click on mark seam and if for some reason  you want to clear the seams you can just select   the seams and press u again and then you can click  on clear seams so i'm going to press u and then i   want to click on mark seam now if i press the a  key to deselect it you can see that those edges   have turned red and so that is just telling us  where the seams are but if you actually tab to   go back to object mode you can see those red lines  aren't actually going to be there in the render   they're just going to show us in edit mode  where the seams are so tab back into edit mode   and i'm going to press the a key to select  everything so i'm now going to press the u button   again and now we can choose unwrap alright so now  you can see it hasn't given us that error message   and you can see it has done a bit of a better job  so there is a lot of stretching right here there   is also some stretching right here or this texture  is really big but right up here you can see that   actually looks really good so basically cut out  the mesh right here and it opened up that face   so if i press the a key to select everything you  can see right here this is the face that we cut   out and then there's still some weird stuff going  on right over here there's some weird stretching   and things but that looks pretty good so the  next thing that i want to do is go here to the   back kind of where the hinges and i want to add  seams here so that we can open this up as well   so make sure you are in the edge select and then  i'm just going to select this edge and then hold   down the shift key and select this edge so i can  now press u again and then i'm going to click on   mark seam so we've now cut those edges  and they're going all the way down there   so i can now press the a key a few times to select  everything and then i can press the u button and   then again i'm going to click on the unwrap just  the default manual unwrap so if i click right here   to go to the face select i can select this face  so here's the first face then i can hold down the   shift key and select this one and so because we've  added seams there it's cut out those faces and so   those faces are nice and flat and there isn't any  stretching now if i press the tab key to go back   to object mode something else to notice is that  the texture actually goes down the faces and that   is because we didn't add a seam right here and so  these two faces are actually connecting they're   actually connecting to each other and so this wood  texture the grain of wood goes along the top and   then it goes down whereas right over here if you  were to look at the front of it you can see that   doesn't really match up the grain of wood doesn't  match up and that is because if i tap into edit   mode we added a seam right there all right so we  still have some stretching and some weird things   going on like right here and you can see these  faces are very deformed so what i need to do now   is add a seam down here and add a seam down here  and then that way we'll be able to fully open up   the box so again let's click right here to go  to the edge select and then i'm going to just   select this edge and then hold down the shift key  and select this edge so i can now press u again   and let's click on mark seam so we've added seams  there so now what's going to happen is this face   right here on this side and this face right here  on that side they're going to be opened down but   then right here you can see there isn't a seam  there so the texture will connect with those   faces so press the a key to select everything  and i'm going to press u and then i can click on   unwrap so there we go now if i press the a key to  select everything here you can kind of see what   that's looking like and the uv editing is nice  and flat and if i look around here there isn't   any stretching everything looks good and another  way to tell that there isn't any stretching is   to check to make sure that each face is actually  retaining the shape and these faces are all square   objects and right here in the uv editing they're  all squares so that looks really good so i could   scale the uv editing i could also rotate it and  i can also move it around so that is it that is   the basics of uv unwrapping a simple cube so for  practice i want to also uv unwrap a cylinder so   i'm going to select the cylinder and i'm going to  press the period on the numpad to zoom over to it   so if i press the tab key to go into edit mode  you can see it's already done a pretty good job   and this is the default uv unwrap and it  does look pretty good but we are going to   change the uv editing and then we are going to  add seams and re-uv unwrap this so i'm going to   press the u button and just to mess this up i'm  going to do the project from view and so now the   uv editing is quite messed up there's all this  weird stretching here so now let's add seams to   this object and then we will uv unwrap it so i'm  going to press the tab key to go into edit mode   and then i want to go right here again to the  edge select so what i first want to do is add   seams all around the top here and that way we can  cut out this top face so what i'm going to do is   hold down the alt key and then i'm going to select  right here and that is going to select the entire   loop of edges you could also do this with the  vertex select so you can go to the vertex select   press the a key to deselect and then you can hold  down the alt key and then select that loop right   there so we have now selected the top loop there  and you can see that in uv editing it is kind of   stretched now what i could do is i could just uv  unwrap this by itself without adding any seams   so i could press u and then i'm going to just  click on unwrap and now you can see it's done a   pretty good job and it's scaled it up and there  isn't any stretching but i do want to add seams   here because i want to uv unwrap the entire thing  at once so what i'm going to do is press u and   then i'm going to go right down here and click  on mark seam so now that top face can be cut out   now let's do the same thing for the bottom so i'm  going to hold down the alt key and just select   that loop right there then i can press u again to  unwrap and i'm just going to click on mark seam   so now there is a seam on the bottom and the top  so let's try unwrapping this now so i'm going to   press the a key to select everything and then i  can just press u and then i can click on unwrap   now you can see up here on the top it did a pretty  good job and then right down here on the bottom it   did a pretty good job as well but right here on  the side you can see it's all stretching there's   all these weird glitches and problems and this is  because it doesn't actually know where to cut it   out so we need to pick an area where we want to  add a seam and we need to add a seam from the top   to bottom and then that way the circular tube  can kind of open up and be flat and generally   speaking you don't want to really be able to see  the seams unless there is a specific spot where   you actually want the texture to not be connected  so if i press 1 on the numpad that is going to go   to front view and so let's just say this is where  we are going to render the object from so because   we're going to see the object from this side most  of the time i could add a seam on the back of it   so i'm going to go to the back here and then i  can click right here to go to the edge select   i can now just select this edge here and i can  press u and then i can just click on mark seam   so now that we've added a seam there this entire  loop of faces going all the way around can open up   flat and be put flat on the wood texture so i'm  going to press the a key to select everything   and then i can press u and i'm going to click on  the unwrap so there we go now those two circles   there are flat and then also the faces going all  the way around are flat as well and so that looks   really good now if i navigate to the back here and  zoom in i can tap into edit mode and you can see   this is where we've added the seam now if i zoom  in here and look really closely you can't actually   see the seam and this is because this texture  has been made to be tileable so i downloaded this   texture from polyhaven.com and so the creators  of this texture has actually made the pixels so   that the starting right up here and the ending  can actually loop so it's a seamless texture and   just to show you if i press the tab key to go  into edit mode i can press the a key to select   everything and in the uv editor i can scale this  way up and i'm going to scale it really really big   so now i've brought this over and you can see  it's very big but if i zoom in here you can see   that all of the wood texture is seamless and most  textures that are created for 3d work are tileable   so i'm just going to press ctrl z ctrl z to undo  this just to bring it back to its default size   so normally you would see a seam there but in this  case because the top connects to the bottom we can   actually get away with that and we don't actually  need to see a seam there but if i were to scale   this down a little bit and bring it over maybe  bring it down there in the the center now if i   press the tab key to go back to object mode you  can clearly see a seam there so the wood texture   doesn't evenly go between this face to this face  so sometimes you are just going to have to deal   with seams but in this case we are going to be  mainly looking at the object from the front on   and so it is hard to see the seam now something  else that i want to show you is how to rip the   faces so let's say that i just have a couple faces  in here i could actually select them let's say   i want to move them out and kind of move them  over here well if i just select them and press   g to grab you can see i can move it over but you  can see it's actually stretching those other faces   and so this looks fine right here the ones we  have selected looks fine but then on each side   there is some stretching and so instead of doing  it like this we can actually rip the faces and we   can create a different uv island and just so that  you're aware uv islands are each of these little   areas which are all connected to each other so  if i press the a key to deselect everything i can   press the l key with my mouse hovered over the  vertices and that is going to select the linked   vertices and so this right here is a single island  and then this right here this is a single island   as well and then this right here this is all a  single island so let's get back to ripping the   faces so there are a couple ways to do this so let  me just go here to the face select again and then   i can select these two faces so if you just select  these two faces in the 3d view it's only going to   display those faces in the uv editor so i can now  press g to grab and i could bring this over and   now you can see that it's not going to stretch the  other faces so that is one way to do it i'm going   to press ctrl z though to undo that i can press  the a key to select everything and then let's just   select these ones here let's say i want to bring  these over so normally if i just try to bring   them over it's going to stretch those faces but  what i can do is i can actually rip the faces and   separate them so if i press the v key the v key  is going to rip the faces so i can now bring these   out and you can see they are now separated so now  we actually have five uv islands we have one two   three four five uv islands so what i'm doing is  i'm just hovering my mouse over the islands and   i'm pressing the l key that is going to select all  the linked vertices by pressing the l key so you   can see we actually have five islands now and so  ripping the faces can be very useful if you have a   specific area that you want to move to a different  location on the texture and then before we finish   this tutorial there is one more common problem  that might happen to you that i wanted to let you   know about so what i'm going to do is just press  ctrl z to undo this i'm going to bring that back   there all right so now the uv island is connected  so if i press the tab key to go back to object   mode let's say i'm just editing this object and  i want to scale it so i'm going to hit s to scale   and i'm going to scale this up on the z-axis so  i've scaled this up and i've scaled this object up   in object mode so now that i've scaled the object  up you can see there's some stretching so i'm like   okay i want to you re-uv and wrap this to fix the  stretching problem so i'm going to press the tab   key to go into edit mode and then i'm going to  select everything and i'm going to press u and   then i'm just going to click on unwrap and you can  see that something isn't working properly even if   i mess this up by doing the project from view just  kind of change the uv editing let's try this again   u and then click on unwrap you can see if i tab  to go back to object mode the texture is still   stretching now i could try to fix this by going  over here into the uv editor i could press the l   key with my mouse hovered over the uv editing and  i could try to scale it up sideways like this to   try to fix it but that would just be eyeballing  it and it would be stretching out the uv editing   and kind of messing it up and so this isn't the  proper way to fix this so why this is happening is   because i scaled the object up in object mode and  so to fix this i need to apply the object scale   because this is what i want to be the new default  object scale so in object mode i'm going to   press ctrl a and that is going to bring up the  apply settings and i'm going to click on scale   so now that we have applied the scale this is  now the new object's default scale so i can   press the tab key to go back to edit mode i can  select everything and i can press the u button   and then i can click on unwrap and now that's  going to fix it so now it stretched that out   properly and i could like scale this if i wanted  to scale it up and now you can see there isn't   any stretching of that wood texture so if you're  ever having some weird problems with the texture   being stretched it might be because you need  to apply the object's scale in object mode and   that's going to wrap it up for this video so  that is the basics of uv unwrapping in blender   i hope you found this video helpful and i  hope it helped you to understand the basics of   uv unwrapping and i do have a couple other  tutorials that i wanted to let you know about   so if you'd like to learn how to properly set up  texture maps in blender then i do have a specific   tutorial on how to set up texture maps in blender  link is in the description if you'd like to check   that out and i've also created another tutorial  showing you a really cool easy texturing method   that you can use to apply textures to your  mesh without actually using uv editing so   if you'd like to check out that tutorial again  i'll have the link in the description and if   you'd like to help support me and this channel  i will have links to my gumroad store and my   patreon page and the youtube memberships  in the video description and i do really   appreciate your support so i hope you found  this video helpful and thank you for watching
Info
Channel: Ryan King Art
Views: 256,998
Rating: undefined out of 5
Keywords: Ryan King Art, Blender Tutorial, Blender, Ryan King, Tutorial, UV, UV mapping, UV Unwrapping, UV Map, beginner tutorial, UV Unwrapping for Beginners
Id: qa_1LjeWsJg
Channel Id: undefined
Length: 32min 16sec (1936 seconds)
Published: Mon Jul 25 2022
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.