UV Mapping
Unwrapping 3D meshes to 2D
Also known as: UV unwrapping · UV unwrap
Definition
UV mapping is the process of flattening a 3D mesh into a 2D layout so that a texture can be applied to it. The "U" and "V" axes refer to coordinates on the texture plane (since X, Y, Z are taken by 3D space). Every vertex of a 3D model receives a UV coordinate that tells the renderer which pixel of the texture maps to that point on the surface.
In production
In practice an artist marks seams (edges where the mesh is "cut" before unwrapping), runs an unwrap, then packs the resulting UV islands into a 0-1 UV space efficiently — minimising wasted texture area while keeping texel density consistent. Blender, Maya, RizomUV, and 3DCoat are the standard tools.
Learn UV Mapping in
Tools that use UV Mapping
See also
Texel Density
Texture-to-surface ratio
Texture Atlas
Multiple assets, one texture
UDIM
Multi-tile UV layout
UV Seam
Where a UV island is cut
Stretched Textures
Smeared or elongated texture detail
UVs Not Showing in Blender
The UV Editor is empty
Mesh Black or Not Painting in Substance Painter
The model looks empty or strokes do not appear
Projection Modes
How a texture is mapped onto the model