I want to create a racecar livery and need to UV unwrap this car model from Blenderkit. Is this possible to do without connecting all bodyparts to one mesh, or must the bodyparts be connected somehow?
Hi,
Depends on how you want to see it.
If you want to see your UVs as an individual parts then you would need to select them separately one-by-one and do the unwrap for each of them. Thus’ll give you a different UV for each car’s parts.
If you want to see your UVs as an ONE single item, then you would need to merge all of your car’s parts by selecting them all, press Ctrl+J and do the unwrapping part after that.
Hope that helps you.
Cheers,
Sergey
You don’t need to join all parts.
UV Editing is supported by multi-object editing.
That means that you just need to set selected objects into edit mode, at same moment, to UV Unwrap them, as is selection was only one mesh.
Yes i want the whole car in one map. When i try to merge the body panels with Ctrl+J, those parts move away from the rest. Is this some “transform” error?
Thank you!
Thank you! I will read up on this and try
It could be. You can try select all of you car’s parts, hit Ctrl+A and select Location or All Transforms
P.S. Make sure there aren’t any modifiers that are added to your car’s parts.
Remember to make a new UV map and only unwrap the areas the livery will be. It will save on texture space. And probably make it easier to swap the livery in the future.
Use a UV Map node (in the Shader) to select the new UV Map.