Is unwrapping necessary?

Is it necessary to unwrap a model and create UVs if no textures aside from procedural and materials only are being used?

For just procedural textures, generally no. UV unwrapping is basically just for mapping images onto your model, so no images=no need to unwrap.

Still, if you haven’t learned to do it yet, you should. Don’t limit your tool options.

OK, cool…so that raises my next question, can a single model have many UV maps, say for different parts of the model? Or should the entire model be fit into the image square? I know how to create multiple UV maps for different images for different parts, the question is can it be left like that?..Or should I squeeze the UVs into a single map and bake all the textures to this single map? This is for the sales of my models and game asset creation.

The answer to all your questions is “Yes, depending on the specifics of the project/model.” I usually use only on UV map per model, though it’s not necessary. Especially when there are disconnected pieces. You can use one map for the body and one for the clothes, for instance.

Awsome, very helpful and thanks for the quick reply!..

For basic primitives, do I have to unwrap them in order to apply a texture map from an image? I have a sphere and I want to apply an earth texture. Do I have to unwrap it first? I’m having difficulty getting my maps to actually show up on the mesh.

It depends what your texture looks like. In the texture / mapping panel there a various different projection methods (try Sphere). If your texture uses one of these methods then you are sorted. Saying that, there are a gazzillion ways you could possibly unwrap a model of the Earth to texture it. Even when you use UVs to unwrap a model, the unwrap and the texture you want to apply need to match.

Image textures will show up in the 3d view when set to textured and GLSL shading. The correct view may only show up when rendered if you don’t use UVs. Procedural textures will only show at render time.

Personally I unwrap virtually everything, even when just using procedural textures, it just gives you more control.

And, yes you can use separate materials / textures, UV sets and such, no need to just stick to a single material / texture or UV set.

I’m having some serious problems with figuring out how to unwrap my model and match the unwrap up to a texture. I have some bad stretching and, on top of this, when I try to move and scale the wrap it snaps in really big increments making it pretty much impossible to stretch the vertices to where I need them to be in the wrap and on top of the image. I’m having this issue with every part of my model, but I figured if someone could help me figure out the face and neck portion, I can probably manage the rest based off those tips. I’ve tried about 5 different variations of seam placement and I still keep getting these severely warped wraps. I have included a screenshot of my most recent (and strange) seam placement so you know what we’re dealing with here. Any help would be much appreciated. Thanks.