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24th September 2015
info License: CC-BYAuthor
How to create the final UV layout for all the separate objects intended to use the same image texture.
6 Comments
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Fraser Thomson
1st February 2017 - 07:29
do I just have to make sure no UV's are overlapping or cant I leave them distorted?
Aidy Burrows
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. :)
Aidy.
Fraser Thomson
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
Daniel Lemon
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.
Stephen Petersen
9th May 2017 - 22:06
@dwlemon: https://docs.blender.org/manual/de/dev/editors/uv_image/uv_editing/layout_management.html May help.
Aidy Burrows
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.