UV Texturing Tutorial (Now updated for 2.46)

UV Texturing Tutorial (Now updated for 2.46)

My grass tutorial got a lot of positive feedback so I decided to make another. UV texturing is actually quite easy and can be used to get some very good results.

Let’s start!

  • Add a cube (we’ll start simple)
  • Materials button
  • Add a new material


Now let’s get the UV texturing window open.

  • Click the ‘TexFace’ button. This will put our UV texture on the object when we render.
  • Right click on the dividing line, choose split area, move the cursor up and click where you want to divide it.
  • Change the window to a ‘UV/Image Editor’ window.


Now take this texture and save it.

  • Select the cube in the 3D view and press the ‘Tab’ key to enter UV Face Select mode or select it from the drop down menu.
  • Change the view to ‘textured’ (bottom of the 3D view beside the mode select).
  • Switch to ‘Face Select Mode’.
  • If you’re using a newer version of blender (I don’t know the exact version they made the change in) hit ‘u’ and select ‘reset’.
  • In the UV/Image Editor, click ‘Image’ then ‘open…’ and open the texture I just gave you.

Now your view should look something like this:


Now as you can see in my picture the texture on the front two faces is upside down. Yours may or may not be like this. If they are, select the face and press ‘ctrl + F’ and select ‘UV Rotate’ (if you hold shift while choosing this option the face will rotate counter clockwise as apposed to clockwise).

So why go through all this trouble just to put a texture on? Well, now you can move the vertex’s in the UV Image editor where ever you want and the image will change on the object. In the example below I’ve selected a face and moved the vertices around the number one. Now all the face shows is that part of the picture. Take some time and experiment.


Now let’s look at a more complex model.

Repeat all the steps above but this time add a UVsphere instead of a cube.

Now you should see the texture in every face on the mesh. This is not what we want. We want one texture to be applied over the whole mesh. Let’s fix it.

  • Make sure you are in Edit mode and all the faces are selected.
  • Press 1 or 7 on the numpad to get a side view of the sphere. Make sure the poles of the sphere are at the top and bottom of the screen, if they aren’t change to a view where they are.
  • Press the ‘U’ key and a menu should pop up. Select ‘Sphere from view’.

Now if you did it right you should have something like this.


As you can see, our texture in now nicely stretched over the entire sphere. But that’s not all. Remember the menu that came up when you presses the ‘U’ key? If you read it there are many other options for unwrapping your object. The most powerful one is the ‘unwrap’ option. Let’s give it a try.

  • Switch back to vertex select mode and select all the vertices along the equator of the sphere as shown below.
  • Press ‘Ctrl + E’ keys and the edge specials menu should pop up. Select ‘Mark Seam’. A yellow highlight should appear on the sphere on the vertices you had selected.
  • Switch back to vertex select mode. Now press the ‘U’ key and select ‘unwrap’.


Now if you look at you UV/Image editor window you should see two circles. Each one of these represents half of the sphere. In other words the sphere was cut into to halves along the seam and each half was unwrapped.

Now for the final step…

  • Click the ‘UVs’ button at the bottom of the UV/Image editor window.
  • Select ‘Scripts’ and then 'Save UV Face Layout…’. Select the size of the image you want to save and click ‘OK’. Save it wherever you want.

Now you have a picture of the unwrapped mesh. You can paint your texture on top of it and you’ll know exactly where it will end up on the final mesh. Painting details onto the mesh is now easy or you can use something like the clone stamp tool in Photoshop to clone elements from pictures and put them where you want.

This method of unwrapping and be used on very complex meshes (as long as the seems are placed correctly) and can make texturing a lot easier and more precise.

And that’s it! Start practicing and you’ll be making beautiful renders in no time.

Here is an example of a guitar I made:

If you have anymore questions or problems feel free to ask them on this thread or private message me.
And don’t be afraid to post your renders here. Half the fun of making a tutorial is seeing what people are able to create with what they have learned.

Thnx man ive been looking for this kind of tutorial, great for newbie like me…appreciate ur effort…

really nice tutorial, thanks :slight_smile:

Yeah, nicely explained!

Please note- that if you are completely new to blender and cant see the textured cube in stage 3, then you need to change the draw type to texture.

Nice tutorial! Very simple for beginner.
I’ve translated it into italian, for personal use… (and I’ve slightly changed some step… but is nearly the same)
I’d like to post my translation in the italian forum (http://www.blender.it)
can I do it?
Obviously with a link to this post…

(sorry for my english… is good enough for understanding, but speaking is more difficult!)

Thats fine with me, as long as you put that it was originally created by Imperitor (in Italian of course).

Thanks for the refresh lol I’ve been playing with the GE so much i forgot how to
texture renders LOL!

Thanks for the UV tutorial. What I would like to see is a tutorial that does UV mapping but with more than one texture. All of the tutorials I’ve found so far only show mapping one image onto the mesh. What if I want to have one for ‘col’ and the other for ‘nor’ (for bump mapping) and they both need to be mapped so they line up? How do you do that?


to use several image textures for diffuse, bump, specular etc. you still need only one set of UV-coordinates. First unwrap, then create as many texture channels as you need, choose “UV” as Map Input for all of them and finally assign NOR or COL individually in the Map To panel. This way your image textures share the same UV layout.


How did you get your texture painted so that the wireframe would go away?
Here’s my result

Assuming you use Photoshop or any layer supported graphics program, just add layer over the UV map and fill it with say white, and draw or paint over it and then save it. Load it into Blender and you should see no lines. Blender draws the lines into the UV map image so you can see where to paint. That’s why before you save your final image, delete or hide the UV map image.

I’ve been searching high and low for this, but I can’t find the “UV>Save UV Face Layout” button anywhere. Tried 2.42a and 2.43. All the info I can find online says it’s supposed to be there but it’s not… I’m going to pull out all my hair soon!

Any pointers?

EDIT: Never mind. I just found out that it’s a python script I have to install first…


The script comes with the default installation: Image window, Menu “UV”, scripts.


Not here it isn’t… Linux, blender 2.43 installed from prebuilt tarball on blender.org. Maybe I messed up the installation, as I have an older version installed from my distribution’s repo.

It’s not “UV>Save UV Face Layout”
It’s all the way to the top of the UVs menu in the UV Image Editor window. Like this…
“UVs > Scripts > Save UV Face Layout…”

Hope this helps.

I have tried to use Nor for uv textures and it doesn’t show in the game engine. I can paint with them on an image in the uv image editor though, its not the same look at all.

On my machine with xp, I have to make the UV image viewport full screen to see the full menu open and find the script. Its easy to miss that blurb in the wiki. :wink:

getting things to show in the game engine is an entirely different task, I can’t offer advice about it. I would suggest is to search the GE forum for the terms “normalmap”, “normal-mapping” or something alike…


Thanks for the great tutorial! Here is my result:

Thanks. UV mapping is the most demanding part of any CG modeling and getting good at it has taken me plenty of time, so this tutorial will be helping me to advance.:slight_smile: