When should I start UV unwrapping my model?
Wait until the mesh settles
UV unwrapping flattens the surface so textures can be painted or placed. If you keep adding or removing geometry, the unwrap has to be redone. A stable mesh saves time on the texture side and makes it easier to plan seams.
Unwrapping also goes faster when the mesh has clean quads and logical edge loops. Save a copy of the file before the unwrap, so a bad result is easy to undo.
Plan seams before you cut
Mark seams along hard edges, hidden areas and places where a texture break will not be noticed. Think about texture density, since a face that sits close to the camera may deserve more space. Smart UV projection can help with a rough first pass.
Keep seams consistent across symmetrical parts so the textures match.
Mark seams before you run the unwrap, not after, to save time.
Checking the layout
Look in the UV editor to confirm islands do not overlap unless they are meant to. Stretching hides easily, so check distortion with a checker texture. Pack islands tidily to make the best use of the texture space.
Use consistent texel density across islands so the texture looks even on every surface. Keep a note of the resolution you used for baking later.
Common mistakes
- Unwrapping a model that still has frequent geometry changes.
- Placing seams in highly visible spots where they distract the eye.
