How to UV unwrap clothing in Blender
A UV map lays the garment out flat so a texture can be painted on it. Clothing is the easy case: cut it where a tailor would sew it.
What you need
- Blender
- A finished garment mesh with applied scale
Steps
- Mark the seams. In Edit mode select edges along the real seam lines - sides, shoulders, under the sleeves, inner legs - and choose Edge > Mark Seam.
- Unwrap. Select everything and press U > Unwrap. Each piece between seams becomes an island in the UV editor.
- Check for stretching. Put a checker texture on the garment (or turn on the stretch overlay in the UV editor). Squares should stay square and the same size everywhere.
- Straighten and arrange. Rotate islands upright, straighten hems and waistbands where it helps a fabric pattern, and keep matching pieces the same scale (UV > Average Islands Scale).
- Pack. Use UV > Pack Islands with a small margin, so islands do not bleed into each other when the texture is scaled down.
- Lock it in. Unwrap before rigging and before baking: changing the UV map later means redoing the textures.
Tips
- Fewer, larger islands are easier to texture than many small ones.
- Give the parts people look at - the front, the neckline - a little more UV space.
- If one garment uses several material faces, each face can have the full UV square to itself.
Next
Words you do not know? See the glossary. All guides: how-to guides.
This page is a written overview. In the SL Designers video courses you watch clothing being made from start to finish, and our Blender addons take over much of the technical work.