Flatten the low-poly into a clean 2D map so textures land exactly where they should. It's the shared foundation for baking (06) and painting (07)—clean UVs make everything downstream easy; messy UVs mean seams and stretching everywhere.
A UV is the map that ties a 3D surface to 2D image coordinates. Without it, textures warp, misalign, and smear into mush. This step sets up the next two:
Module 06 Baking: transfers high-poly detail onto the low-poly's texture, using UVs to place it.
Module 07 Painting: every PBR texture is painted on this UV map.
Image-to-3D tools auto-generate a UV set—but it's usually shattered and uneditable, with islands scattered everywhere and uneven density. Hand-painting on it is a nightmare.
Luckily you already built a clean retopo low-poly back in Module 04. Re-unwrapping on that clean mesh is fast and controllable. Toss the old AI UVs and start fresh.
The 'scissor line' you mark by hand, telling Blender which edges to split the model along when flattening. Place seams well and it lays flat with no stretch.
After splitting along seams, each flat patch is a UV island. Islands must fit inside the 0–1 UV square without overlapping (unless you're deliberately reusing space).
How many pixels each unit of surface gets. Keep density even across the whole body, or some areas read sharp and others blurry; give important areas (face/hands) a bit more.
Seams leave potentially visible joins in the texture. The principle: better to make a few extra cuts so it lays flat than to force big stretching to save seams—stretching looks far worse than a seam. But hide the seams well:
🧵 Good places to hide seams
Inner arm, running one line along it
Inner / back of the leg, out of sight
Below the hairline at the back of the head, covered by hair
The back centerline of the body—symmetrical and hidden
Deep recesses like the armpit and crotch
Natural garment seams (cuffs, collar, side seams)
The boundary between gear and body
The joins between head / body / limbs
💡 Modern 3D painting (e.g. Substance) can paint straight across seams, so seams aren't as deadly as they used to be. But when baking normals, still leave enough margin at seams to prevent bleeding.
Enter Edit Mode, select edges following the 'hide the seam' principle from 04, then Ctrl E → Mark Seam. How to plan it:
Select all, press U to open the unwrap menu. For characters, prefer Minimum Stretch:
Unwrap method · how to choose
Minimum Stretch — first choice · SLIM algorithm, minimizes both area and angle distortion; most stable for character bodies
Angle Based — the classic default, good enough in most cases
Conformal — fast, but higher distortion; rarely used
Smart UV Project — auto-seams + unwraps; for hard-surface / props / when you're short on time
Unwrapped isn't the same as unwrapped well. In the UV editor, turn on the Stretching overlay and read the heatmap:
Check with a checker texture: all squares looking the same size = even density.
① Stretching is the big enemy, seams are the lesser evil. Better to make a few extra cuts and hide the seams than to leave large stretched areas—stretching kills sharpness and looks ugly no matter how you paint.
② Texel density even across the whole body. Checker squares the same size is the hard test for passing UVs. Give important areas a bit more, but don't let it swing big to small.
③ The next two steps both ride on this UV. Baking and painting are all built on the UVs; any laziness here, Modules 06 and 07 pay back double.
▸ All three pass → on to Module 06: Texture Baking (◐ AI + hand-fix).