Since there is a silence around… i’ll try…
So you’re stuck on doing UVs for a bottle/sticker while following some YT videos/tutorials, yes?
Could you please be more specific as to point to some where you later have problems following to? Would make much more easier to point to the better one or to give some explanations related to the subject.
Now, there is a blend file in attachment finally which is supposed to show/describe the problem yet there is no UVs at all neither there is any material or texture image which you would base material on - what’s our task then?
Hint: File - External Data - “Automatically Pack into .blend” - check - ON. “Compress File” checked in User Preferences - File tab and saved as User Settings on a default file takes care of this always.
To the mesh included in the file-
- Scale
It is considered a good measure to always work with Objects which have Scale = 1 (N-tab, object mode, Scale xyz fields show 1).
Scaling in Edit mode is the way to model.
Applying any of Object’s Rotation, Location - depends. You have to know what you do though, some parts of blender could get confused.
While generally one could choose to model any size, Cycles, which is considered physically plausible renderer, is programmed to use metrics which are close to the real world based on 1BU (Blender Unit) = 1m. Things like Refraction, IOR belonging to glass physical parameters are calculated using this relation; you wouldn’t want your bottle to have 1m thick walls. Will look fake on render.
You wont be able to light the bottle using one or two 60watt point lights properly if the bottle is two storeys tall.
- Mesh.
Double vertices and free floating vertices not belonging to any faces could cause all kinds of UV unwrap problems; you have both in your mesh. Edit mode W key - remove doubles, menu Select -> Loose Geometry will allow to find and delete these.
Cycles - physically bla bla bla… Thus, glass object which is modeled as a infinitely thin surface will not render correctly if GlassBSDF shader node is used. You need to model thickness of the bottle.
To make Object smooth you use Subsurf modifier; Subsurf works badly on triangulated meshes, “triangle fan”, which you have on the bottom of the bottle. I’d suggest using Grid Fill (Space Bar Search for “Grid”) on selected ring of vertices after deleting triangles.
- UVs
In Edit mode, select faces you think your sticker will cover, press U - Unwrap while sticker’s image is in UV editor’s window. Drag’n’drop image’s icon from UV editor’s window menu image selector to Node editor.
Add nodes you find by googling “Cycles bottle sticker site:blenderartists.org”, done.
P.S. File - Save button, little to the left, there is a “+” which neatly adds version number to your files. Helps to not to mess things up in original files.