Texturing & materials · Beginner

UV unwrapping

Cutting a 3D surface along seams and unfolding it flat for texturing

What is UV unwrapping?

UV unwrapping is the step that cuts a 3D model’s surface along chosen edges and unfolds it into flat pieces on a 2D grid. Those flat pieces, called UV islands, are where a texture gets painted or baked. A good unwrap keeps every piece flat with as little stretching as possible.

Think of it like this

It is like opening a cardboard box along its folds and glue flaps, then laying the pieces flat on the floor.

Where it fits in a 3D project

  1. Create
  2. Surface
  3. Rig
  4. Animate
  5. Render
  6. Export

Surface: Giving the shape its color and material: UVs, textures and shaders.

3D modelUnwrapFlat UV layoutSame face
Unwrapping lays each face of the model flat, so a 2D texture can wrap back on.

How UV unwrapping works

  1. 01Choose seams along edges that are hidden or follow natural breaks in the shape.
  2. 02Run the unwrap, and the software unfolds each piece flat with as little stretching as it can.
  3. 03Check the result with a checker texture and fix any stretched or squashed areas.
  4. 04Pack the islands so they fill the square texture space without overlapping.

UV unwrapping vs UV mapping

PropertyUV unwrappingUV mapping
ScopeOne step: cutting and unfoldingThe whole process, from seams to layout
ResultFlat UV islandsA finished, packed UV layout
Usually said as“Unwrap the mesh”“Does it have UVs?”

People often use them as one idea; strictly, unwrapping is the unfolding step inside UV mapping.

Where UV unwrapping is used

  • Preparing a model before painting or baking textures
  • Laying out game assets so they fit one texture
  • Fixing stretched textures on scanned or generated models

Beginner tip

Straighten islands that come from straight parts, like pipes and planks. Straight islands pack tighter and let tiling textures line up without wobbling.

UV unwrapping FAQ

Can you do UV unwrapping in Blender?
Yes. Blender has built-in tools: mark seams in edit mode, unwrap, and the result shows in the UV editor. It also has automatic options that cut seams for you, which are handy for quick props.
How do I choose where to put UV seams?
Put them where viewers rarely look, such as the underside, inner arms or the back of a prop, and along hard edges where a change looks natural. Fewer seams mean fewer visible joins, but more stretching.
What is UV stretching and how do I fix it?
Stretching is when a texture looks pulled or smeared because a flat UV piece has a different shape from the 3D surface. Add a seam so the area can relax, or unwrap that part again.
Is automatic UV unwrapping good enough?
Often, for quick props, background objects and baked textures. For characters or anything you will paint by hand, manual seams give larger, cleaner islands that are easier to work with.

Updated October 29, 2026 · Browse all 3D terms