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UV Mapping

UV mapping is the process of defining how the surface of a 3D model will be displayed in a 2D space. Each section of the surface will be placed in 1:1 2D space and this will act as a map which controls which parts of the texture are displayed on a given surface.

It is a process that has to be done in 3D software before importing your product to the Sayduck Platform.

Blender: UV Mapping
3ds Max: UV Mapping



When unwrapping UVs, you have to take into account the structure of your model. When the UVs have been unwrapped correctly, there will not be any deformations on the texture. Below you can see examples of the incorrect and correct UV maps on the Hay - About a Lounge Chair product.



To get a better idea on the UV maps, here you can see the actual UV maps of each product. The correct UVs were generated manually and the incorrect ones were done with an automatic UV unwrap. The automatic UV unwrap of 3D software works on simple shapes, but you will need to do manual work on more complex structures.



UV Map



Enable the UV Map from the editor Viewer settings to see if your product UVs are correct. If your UV maps have been unwrapped correctly, you should see a pattern similar to this on your product.



Use same size UV Unwrap for all sizes


Making all your models UV maps the same size will allow you to use same materials.

Unwrap all models to save UV space


Using the same UV space will let you use same baked textures such as an occlusion map for each asset.

Updated on: 23/05/2023

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