blender · HeyBraza shows you
how to uv unwrap in blender
HeyBraza points at the uv editing workspace and the mark seams / unwrap commands so your texture lays flat.
uv unwrapping is the step that lets a flat image wrap cleanly around a 3d model, and skipping it is why textures come out stretched and smeared. it feels mysterious the first time, but it's really just marking seams and pressing unwrap. here's the clean path.
short answer
apply rotation and scale first (ctrl+a), mark your seams with ctrl+e > mark seam, then select all faces and press u > unwrap. seams are the cuts that let the mesh lie flat - without them the unwrap distorts.
or do it yourself
- 1select the object and press ctrl+a > rotation & scale to apply transforms, so the unwrap isn't distorted.
- 2switch to the 'uv editing' tab at the top - the model opens in edit mode on the right, the uv map on the left.
- 3select edges where you want the mesh to 'cut open', press ctrl+e, and choose 'mark seam'.
- 4select all faces with a, then press u and choose 'unwrap' (or 'smart uv project' to let blender place seams for you).
- 5the flattened uv islands appear in the left editor - scale and arrange them so nothing overlaps.
steps last checked
let HeyBraza do this with you
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downloadcommon questions
why is my texture stretched after unwrapping?
you likely didn't mark enough seams or forgot to apply scale - apply scale with ctrl+a and add seams where the mesh wraps tightly.
what's the fastest way to unwrap for a beginner?
select all in edit mode, press u, and choose 'smart uv project' - it auto-places seams and is good enough for most simple models.
how do i mark a seam in blender?
in edit mode select the edges you want the mesh to open along, press ctrl+e and choose 'mark seam' - they turn red. seams are the cuts that let a 3d surface lie flat, so unwrapping without them is what produces stretched, overlapping uvs.