The 3D Handbook
Key term

UV seams and islands

Seams are the cuts that let a 3D surface lie flat; islands are the flat pieces they create. Where you put seams decides how visible they are, how much the texture stretches and how well the islands pack.

uv-mappingunwrapping

A UV seam is an edge where the UV map is cut, so the faces on either side can lie flat separately. Blender's manual: "the UV map is discontinuous at the seams" (Blender Manual: Seams). A UV island (called a shell in Maya and some other tools) is one connected piece of the flattened surface; the seams are its borders.

Two cylinders with a checker texture: stretched stripes on the left, even squares on the right.
Same cylinder, same checker texture. Left: a planar projection from the front, so the squares stretch towards the sides and streak across the cap. Right: unwrapped with one seam down the side and separate cap islands, so the squares stay square.Rendered in Blender 5.2 (Cycles) by the handbook author

#Why seams matter

A closed 3D surface cannot be flattened without cuts. Seams are where you choose to make them, and each choice has three effects.

  • Visibility. The texture may not line up perfectly across a seam, especially on a hand-painted or baked texture. Blender's manual simply says: "Try to hide seams where they will not be seen" (Blender Manual: Seams).
  • Distortion. Too few seams force the flattening to stretch the surface. Blender's advice is "as few seams as possible while having the least amount of stretching" (Blender Manual: Seams).
  • Vertex count. At a seam, one vertex position has two UV coordinates, so the engine stores it twice. See smoothing, hard edges and smoothing groups.

Houdini makes the link explicit: seams "specify where the algorithm will cut the geometry", and without them the model is simply projected, which causes distortion and overlap (Houdini documentation: UV Flatten geometry node).

Left, a cylinder with a dashed seam running down its back and orange seams around both caps. Centre, the unwrap as three islands, a rectangle for the side and two circles for the caps. Right, an even checker pattern labelled OK and a stretched checker labelled UVs squashed.
Three seams turn a cylinder into three islands. A checker texture then shows whether the flattening kept squares square.Diagram by the handbook author

#Where to hide seams

For organic shapes the manual gives examples such as seaming a head "at the hairline" so the scalp is hidden under hair (Blender Manual: Seams).

#Distortion and checker maps

Apply a checker texture before you texture anything. Squares that turn into rectangles or diamonds mean the island is stretched; squares of different sizes on one asset mean uneven texel density. Mark Dygert recommends a checker "that shows pixel density" so you can judge how small islands will hold up (Polycount: Reducing UV Waste Need Help).

Most unwrap tools reduce distortion for you. Blender's Minimize Stretch "reduces UV stretch by minimizing the difference between the angles in 3D and the angles in UV space" (Blender Manual: Editing).

#Straightening islands

Straight, rectangular islands pack tightly and line up with the pixel grid, which reduces jagged edges on baked maps. Joost on Polycount advises straightening islands "as much as possible without causing too many distortions" (Polycount: Are these UVs good?). Tools for it:

#Common mistakes

UV mapping · texel density · UV packing and padding · smoothing, hard edges and smoothing groups · baking · edge loop

#Further reading and watching

References

  1. Blender Foundation · Seams · Blender Manual (3.6), 2023 · docs · accessed 2026-10-21
  2. SideFX · UV Flatten geometry node · Houdini documentation · docs · accessed 2026-10-21
  3. Joe Wilson · The Toolbag Baking Tutorial · Marmoset, 2017 · article · accessed 2026-10-21
  4. Digital Extremes · Normal Map Baking · Warframe Steam Workshop guide · docs · accessed 2026-10-21
  5. Polycount forum (Makkon and others) · The 'ultimate trim' technique from Sunset Overdrive · Polycount, 2015 · forum · accessed 2026-10-21
  6. Polycount forum (Mark Dygert, Bek and others) · Reducing UV Waste Need Help · Polycount, 2014 · forum · accessed 2026-10-21
  7. Blender Foundation · Editing (UV Editor tools) · Blender Manual (3.6), 2023 · docs · accessed 2026-10-21
  8. Polycount forum (Joost, cookedpeanut and others) · Are these UVs good? · Polycount, 2015 · forum · accessed 2026-10-21
  9. Blender Foundation · UV tools (Unwrap, Follow Active Quads) · Blender Manual (3.6), 2023 · docs · accessed 2026-10-21
  10. Autodesk · Unwrap UVW Modifier · 3ds Max 2024 Help · docs · accessed 2026-10-21
  11. EarthQuake (Joe Wilson) · Making sense of hard edges, uvs, normal maps and vertex counts · Polycount forum, 2012 · forum · accessed 2026-10-21

Last updated 2026-10-22