From the course: Sculpting a Game Asset in Blender

UV mapping the accessories

- Let's work on this piece right here for our UV mapping now. This is a little more complex than the other pieces, but let's take a look at it. I'll press shift h to hide everything else and I'll tab into edit mode. For this one, I think we also need to select edges, horizontal edges, along here, here, and here. And we probably need one here as well. So I'll go ahead and mark these seams with control e and mark seam. In addition, we're going to need to split up these cylindrical pieces, so maybe I'll split it up. I'll select an edge here and maybe I'll select this edge right here. Let's see how this works. I'll press control e and mark seam. Now for these pointed pieces, I think I need to split them out in a similar way as I did with the point on top. So I'll select this seam, this, and this, and then on the bottom here, I'll select this seam and this one right here. And let's mark our seam with that. Now let's be sure we've applied our scale and rotation, I'll press control a and apply that here. Now let's tab into edit mode, hit the a key, and I just want to test this. I want to hit u and unwrap. Now this is kind of ugly here, but that's because we've still got those pointed pieces attached. This one's been split out, and it's looking pretty good. I'm going to switch to angle base, see what that does for us. And that's not bad, I actually don't mind this here too much, but you can see how the color, the stretch color, is going green. That may be a little bit too stretched for us. So I think I do need to go ahead and break them out as individual pieces. So just like we did before, I will select this edge right here, this one, and this one and then select this edge and this edge. And if we press control e and mark seam, now if we select it all and hit unwrap you can see we've added to that. So let's go ahead and finish off the other two here. Now if we select everything and press u and unwrap, this is what we get. We can once again try conformal as opposed to angle based. And I don't see too much of a difference there. Alright, that looks pretty good. So I'll press alt h to bring everything else back and in the next video, we'll try and finish up our UV maps.

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