UV Unwrapping Your 3D Asset
With our headphones fully optimized, we’re now ready to prepare them for texturing through a process called UV unwrapping, which basically consists of placing cuts (seams) at strategic places on your mesh in order to lay all the polygons flat, in a 1:1 image called a UV map. This will allow us to texture our asset smoothly, without worrying about stretched textures.
This chapter will cover the following topics:
- How to place seams in the correct places based on the shape of the mesh
- How to unwrap our asset
- How to use the UV Editing workspace
- How to check for stretching in the textures
- How to minimize stretching in the textures
- How to pack the object’s UVs
It’s important to remember that, in this chapter, we will unwrap the high-poly headphones in order to demonstrate more complex techniques, but if you plan on making this a game asset and you made a low-poly version as well, the high-poly version...