Hexagon Basics: The UVmapper

Using the model from the previous basics tutorial I will show you the UVMapper.

First things first, turn off symmetry (by clicking the ‘symmetry’ button in the properties window).


These are the tools you need to worry about (under ‘UV & Paint’ tab). In order:

Spherical Projection, Cylindrical Projection, Planar Projection, Cube Projection, Projection Editor, Unfold.

The 4 projections will automatically UV Map your object based on a certain shape. This is a fairly easy way of doing it and it works for simple objects. When you click one of these you’ve got some control over how these work with the projection editor and also:

Your properties offer some additional options. Below is ‘Cubic Projection’. So you can choose how many sides are ‘projected’. Try it out on your model.


The UVs look horrible:


You’ll notice the box, I can manipulate this to change how this is projected. I can click imageand use all projection sides and then adjust the box to suit the object. Unfortunately, the results on this are pretty poor. Obviously this isn’t the best method for that particular object. I may use the ‘unwrap’ tool for this, but that will be covered in another tutorial. However, lets make this simple. Delete the object.

Lets use a cube instead. In the UV Properties, hit ‘Validate’ to accept the setting


Lets resize this cube. To make it look like a wall. Then head to the projection editor (you’ll see now, that despite the fact we’ve accepted the UV Map, we can now go back and make changes). You’ll notice when resizing it the checkerboard squashes. So in the projection editor we’ll need to change the size of the box to avoid the squashing.


Hit ‘Validate’ and you’re done.

You’re welcome to play around with the settings on any objects to get your best results. Unwrap is usually best for complicated objects, like a head. The next tutorials is on texturing this cube.


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