Blender UV maps: create, edit, and verify
A UV map stores the relationship between mesh faces and coordinates in a 2D texture space. In Blender, apply or document object scale, mark seams around logical material boundaries, unwrap, then inspect island scale, orientation, padding, overlap, and distortion with a checker texture. Automatic projection can create a useful first pass, but it does not decide where seams are least visible or how much texel density each surface needs.
Create, show, and edit a UV map
Create or select a map in Object Data Properties → UV Maps, enter Edit Mode, select the intended faces, and unwrap them. Use the UV Editor to move, rotate, scale, flip, pin, stitch, or reset islands. If a UV map is not showing, confirm that faces are selected, the expected map is active for editing, and the material is reading the intended UV attribute.
Save or export a UV layout
The UV coordinates are saved inside the Blender file and supported exported model formats. To create a PNG guide for painting, use UV → Export UV Layout, choose size and opacity, then save the image. Exporting the layout does not export painted texture pixels; save generated or painted images separately and verify their file paths before delivery.
Multiple objects, multiple maps, and transfers
One object may contain multiple named UV maps, while several objects can share one texture space without sharing one data block. Rename maps by purpose, keep the render-active map explicit, and check shader or Geometry Nodes references before changing order or deleting a map. Copying or transferring UVs works best when source and target topology correspond; failed transfers usually indicate topology, modifier, transform, or active-map mismatches.
Texture mapping, baking, and painting
For texture mapping, connect the intended UV coordinates to image textures and check color space per map type. Before baking, create and select the destination image, verify active objects and cage/ray settings, and leave enough island margin. For texture painting, save the image explicitly—saving only the .blend file may not write external image changes.
Automatic UVs, add-ons, and Geometry Nodes
Smart UV Project, Lightmap Pack, and third-party add-ons can accelerate layout, but review seam placement, stretch, overlap, and texel density afterward. Geometry Nodes can read or store named UV attributes; preserve the attribute name through the modifier stack and confirm it exists on the evaluated mesh before export.
Common UV-map problems
Stretching usually points to poor seam placement, unapplied scale, or islands forced into unsuitable shapes. Missing textures may come from the wrong active map, an unconnected UV node, unsaved images, or broken paths. When transfer, join, combine, or merge operations fail, test on a copy and confirm topology and active UV layers before changing the original asset.