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u/v unwrapping an object in blender

Unwrap Cube
Unwrap Torus
Unwrap star

Unwrap Cube

Now we are going to work on the cube. Where it was really easy to create U/V-coordinates for the Plane, it's a bit more difficult for the cube. Imagine a 3d-cube made of paper, and you need to "unfold" it; you would create some seams and cut it open there, and then unfold. We do the same in blender: Create a new texture called "cube". Then select the cube (right-click on it). Now we need to select some vertices of our cube and for simplicity (so we see what we are selecting) we'll switch to wireframe again:
blender wireframe
To select vertices, make sure you are in edit-mode and working on edge-selection:
blender select vertices edge selection
right-clicking near an edge will select it holding SHIFT will add the selected edge to the current selection Now select the edges like on the screenshot:
blender select edge
and click on "mark seams" in the mesh tools. You will notice the selected edges get a slight redish border
blender mark seam
blender mark more seams
Now click press "A" twice to select all vertices and press "U" and select "Unwrap". Your new U/V map will look like this:
blender u/v unwrap cube

Now go to the render-tab and "Bake" your cube-texture.
blender bake texture
Notice that the top part is almost black - that's the bottom of your cube! Switch to "Textured" view to see your entire scene with ambient occlusion textures.
blender textured scene
Now we can save the generated image to a bitmap, for use in a 3D-engine
blender save texture

Unwrap Torus

In this section we want to unwrap a torus, so we can also pre-generate an ambient occlusion map into a texture. The shape is more complex than the ones we had so far, so we'll learn an additional method on how to handle unwrapping. Switch to wireframe mode so we can more easily see what we are doing. Make sure we are still in "edge select" mode, and press "ALT" and then right-click on a vertical edge, to auto-select entirely around the torus. Repeat the process with "SHIFT+ALT" rightclick to select a horizontal slice.
blender auto-seam
We mark the seems in the mesh-tools menu
blender torus seam mark
the selected seam will turn a bit more redish, like below:
blender auto seam
We need to create a new texture & a new material
blender torus texture unwrap u/v blender torus new material
Now we can select the torus (right-click) and press "A" twice (to select all vertices). Then we press "U" and click "unwrap". We'll get the following U/V coordinates:
blender torus u/v mapping Go to "render" and bake the texture
blender bake u/v-map
And after re-enabling the textures, it will look like on the below screenshot. Notice we moved the camera in such a way that we can see the lower-side of the torus, and the dark shadowy area it has.
blender final torus scene

Unwrap Star

Notice that under "Add/Mesh" there is no "star" shape. We need to enable this through a plugin. Go to "File/User Properties", which will open a window. Select the "Plugins" tabpage. Here find the "mesh" tab with "add mesh:extras" tab. Enable this one (see screenshot)
blender user properties
Now we can create 3d-stars. Press "shift+A" and under "extra's" select "star" to create the star mesh.
blender star mesh
Now we'll do things we've already done a few times before, so there will be less screenshots this time. Create a new texture called "stars" and add a new material to the star. We want to create u/v's and need to smartly select the seams. In "object mode" select the star and press "tab" to switch to "edit mode". Change to "edge select mode", hold "alt" and click on an edge at the top to smart-select the top star. Now we want to do the same with the bottom, but add it to the current selection; press "shift+alt" and click on an edge at the bottom to smart-select the bottom star. Now we still need to add and a single edge at the side to the selection press "shift" and click on a side-edge. Now we have selected the correct edges and we can create a seam. Go to "mesh tools" and click "mark seam". The result should look like below:
blender star seam
Press "A" to select all vertices and "U" to "Unwrap" the u/v's. Notice we have 3 "islands" of U/V coordinates. So far we used the following selection modes: "vertex", "edge" and "face" - but you can also select "islands"; You can then move ("G"), rotate ("R") or scale ("S") them to optimize the space used. See the below screenshots for an example.
blender island selection-mode
blender u/v islands blender u/v island
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