How can I efficiently arrange the UV mapping of a 12-sided die?

As the title says, I want to set a texture for a 12-sided die, but as you can see in the image, more than half of the top is wasted space, and I want to fill it neatly. What should I do?

What I want to do: I want to eliminate the wasted texture space and fill it neatly.

What I want to know:

How do I tile it into a square?

What I’ve researched:

I asked a question on ChatPGT.


Untitled.blend (107.4 KB)

You could get a better coverage by splitting the single long UV island into sections. Right now, it’s constrained by its length.

An other way, which is probably the easier method, is to keep the current UVs, but use a texture with a 2:1 ratio, ex. 2048x1024. Those are widely used too and just as functional.

Thank you.

I considered that as well. How did you arrive at the 2:1 ratio? I thought of changing the ratio, but I couldn’t determine it to be 2:1.

How about this (selected one “side” for presentational purposes):

FYI, an icosphere has 20 sides not 12.

You are totally correct.. i didn’t have coffee yet :sweat_smile:

OP started it, haha

So thats’s why i so confused.. :joy: ..but it’s the same principle (i even forgot to tell).. mark seams at top and bottom and “inbetween” and unwrap… :wink:

Okay sometimes things does not get out of your mind…

..for a “real” Dodecahedron :grinning_cat: this seems to be not getting a lot better..

This is probably the most spatially efficient packing pattern. I laid this out manually in autocad, I often need to nest cnc files to optimize yield, so I have a lot of experience using autocad for this.

Textures are usually done in resolutions that are powers of 2 (ex. 256, 512, 1024, 2048). This ensures that the texture will work if it’s used with mipmaps (like in game engines), which is a system that divides the resolution in half again and again as the texture gets farther from the camera.

The 2 to 1 ratio allows having a power of 2 on both the width and height, because one is exactly double the other, so it will work with any system that needs those resolutions despite not being square.

It has nothing to do with the UVs themselves, it’s a neat coincidence that this object fits closely in that format.