What is the best way to create textures for creature uv?


I guess I’m going to try to do my own creatures for now… Can someone show me the preferred method of doing a texture for a uvmap for a creature?

For instance, this awesome textured creature by skyshark:

Can someone show a tute or some method to unwrap the uv to an image that you can draw on with gimp or whatnot?

Please help :slight_smile:


well the workflow for texturing is quite simple…but require a lot of work and tweaking uvs points :o
usually if your model is symetrical, map an half then duplicate it:
-use planars mapping, it’s the easiest and the best except for arms and legs (use 1 cylindrical, or 2 planars but u’ll have more seams)
-spherical for the head if u need it
-study your model in detail and use it’s topology to “hide” the seams (like articulations etc…)
-the goal is to have the less fewer “pieces” and no texture stretching
-layout your uv pieces so that they use the maximum size of the texture and make the texture square and a power of 2 (22…10241024)

in the case of the creature u showed us in the jpeg, i would use a base planar or half cylinder (vertical) along the side plus some ohers planar for the others sides of the leg/arm

in case of an humanoid, u use basicly 2 planars font/bottom that u merge on one side so that u have only 1 seam + cylindricals for the leg/arm
for hands 2 planars top/bottom


here is an example, hope it helps

the technique is simple but require a lot of tweaking to have the uvs look good

by the way, when u have your UV ready, use the uv export script that come with blender

uv export script? does this export a jpg or image of the uv map? Can you please explain that part?


:o Wow, that’s a real nice texture for the UV map. Hehe, eyeball with a machine gun.

UV unwrapping.
Use LSCM!!! Makes unwrapping a whole lot easier.

UV export script exports the image of the UV map in tga format.

Jason Lin

Yeah indeed use face layout export to export the unwrap as tga. Btw check the size of it because the default size set in that plugin = 500 so change it into 512 or else opengl compatible.

Anyways people are still talking about LSCM, but how can I use that feature? Is there a tutorial about it? People are saying it’s really easy to use, but I cou;n’t great a nice face layout with it, just some islands of faces. :-?


take a look here:


It’s a bit old but maybe helpful


in edit mode, create uv seams, select edges and press control+e and choose “mark seam”

[turn on drawing of seams in edit buttons to see where they are]

then, when you uvmap press U and choose LSCM. this works on only the selected faces, so select either all faces or select a few and press L to select the linked faces [but not crossing over seams, so this could select an entire region]

usually things need to be tweaked [as in, you need more seams]

also, the layout in the image window is usually very poor, it is only good enough to start moving things around from.

UV pinning is a relavant subject, one I don’t want to ramble about right now

Check out the Blender documentation there’s a pretty good chapter on that topic. That’s where I learned it from.


there are 2 UV mapping tuts in my sig, and someone made a video tut on LSCM.

In the pro game industry we use very large image maps and then resize them to the correct size. usually 1200x1600 is a very nice size to get the details perfect.

errr…i should check lscm but i’m scared to learn new functions that seem complex, so i do it the old way :stuck_out_tongue:

lscm hard!? pff took me 30 secs to learn to make a seem and 5 mins to have my model’s uv done! Trust me its worth learning although tis not the best unwrapping hands least from my exp…

Thanks guys for that LSCM reference info. I check it out soon. I still use the old way that takes a lot of time to get a nice unwrap. :frowning: I should get my hands on LSCM now :stuck_out_tongue: