What is the best way to UV unwrap a non-manifold mesh?

Ok this is my little creation. It has many unattached parts like the legs, tails, head, etc. None of these objects are connected or joined in any way. I want to UV unwrap them now but I’m unsure of how to have them all share the same UVs. Should I just Ctrl + J them and THEN Unwrap them all? Sorry if this seems like a stupid question.

Unwrap them separately first

Then select all parts and go to UV editing and arrange your UV islands so they don’t overlap

If you want to keep them separate but still share the same UV mapping, you can temporarily join the objects as long as the share the same modifiers and then separate them afterward back to individual objects.

Thanks! Then I should join them all?

You don’t have to join anything unless you want to rig it

UV space is just a coordinate system to map textures and the data for where to map is stored on the meshes wether they are joined together or not

Going to be rigging it :melting_face:

I guess I should have mentioned that. it wont break

anything to join them after Uving right?

Nope, join away :raising_hands:

Though to be fair you don’t actually have to join anything to rig it either, it just makes it easier

YAYYY

Just to give a visual of what I am talking about:

Here I have two meshes that are two separate objects, both of their UV maps are mapped in the same space because like I said UV space is just a coordinate system going from (0,0) at the bottom left to (1,1) at the top right

So let’s say you want to have these two models share the same material that contains an image texture that you want to map onto the two models. All you would need to do is re-arrange the UV islands so that they don’t overlap (just an example):

OMG that makes it way easier to understand, tysm

Happy to help!

Looking forward to seeing the textured model when it’s done :raising_hands:

I think my Uvs are done, I hope its ok to ping you like this, I’ll stop if u want me to ><