Get the topology board I use in my videos:
UV mapping didn’t change in Blender 5, but the workflow is way smoother.
In this video, I walk through a clean, production-ready approach to UV unwrapping. We cover seam placement, distortion, packing, and the key Blender 5 updates that make the process more predictable.
I also show why seams are not something to stress about with a quick Substance Painter example, and break down a full game art model using the same techniques.
Get the Full Pipeline (Modeling to Final Render)
If you want to go deeper and see how this fits into a full production workflow:
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Software used in Tutorial:
Blender 5.0
Substance Painter 11.0.2
#blender #uvmapping #3dart
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Chapters
0:00 Introduction
0:14 Preparing 3D Models
0:40 Understanding UV Mapping
1:58 Let’s Begin!
2:18 Step 1: Apply Scale
3:18 Step 2: Project from view
3:45 Step 3: Mark Seams
5:05 Blender 5 Update: UV Sync Enabled by Default
5:22 Step 4: Unwrap
5:38 Unwrap Methods
6:22 Step 5: Pack Islands
7:25 5 Step Process
7:45 Verify and review UV Unwrap with Checker Map
9:24 OM3D Game Art Program
10:10 Apply the 5 step workflow to objects with thickness
11:30 Example of bad UV seams
13:22 Unwrapping with sub-d models
13:56 Overlay: UV Stretch/Distortion
14:48 Apply the 5 step workflow to complex objects
15:53 Select seams with Sharp Edges
16:53 Blender 5 Update: UV Sync and Mark Seam in UV Editor
18:06 UV Stretch/Distortion
18:25 Troubleshooting UV issues
20:48 Custom UV Checker
21:36 Reviewing UVs on other models
21:55 Blender 5 Update: Move UVs on Axis
22:28 Blender 5 Update: Pack Islands to Custom Region
23:13 Blender 5 Update: Arrange Islands
23:54 Apply the 5 step workflow to Game Art Assets
25:15 How to minimize UV distortion
25:45 Dealing with UV seams when texturing
27:22 The 5 step workflow applied to Game Art Assets
28:08 Wrap Up
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