Another way to do it without seams would be to unwrap with the cube projection option (no need to mark seams) for a piece of furniture that should be OK. It will give you some overlapping faces but they will be facing the correct direction.
Thanks, yah I realized my mistake right after posting it. It seems like this would be quite difficult as geometry gets more complex. Would you mind explaining what the âTexture Coordinateâ and âMapping Boxesâ on this setup are for? I understand the base/bump/diffuse etc. blocks but not these other two. When I delete them the texture still seems to work. Thanks for all the help everyone
Texture coordinates are different ways to map textures, it is quite long to explain properly, here is a video that explains all the different coordinate options;
The mapping node is used to shift, scale and rotate the coordinates (and the texture).
Yes manually unwrapping UVâs does get complex, in your case I would use cube unwrap, that should give you a good starting point.
No need to mark seams, you can unwrap the whole complex object at once, totally automatic.
Just hit U to unwrap and choose Cube projection.
Watched the video, thanks. It must default to some sort of projection if you donât have the mapping on, because when I delete it the texture still shows up.
I think for most of what I do auto UV projection will work well enough
Image textures default to UV mapping, procedural textures (like noise etc) default to generated. So if you unplug the mapping of an image texture it still uses UVâs.
Did you try the UV unwrap using Cube projection? I think it is the simplest way to unwrap your model.
Just go into edit mode select the whole model (all faces) and hit U to unwrap, choose Cube projection in the list that appears.