UV unwrapping felt slow and frustrating. I kept asking why this step even matters. Day 30 showed me why UVs are unavoidable.
This post is part of my daily learning journey in game development.
I’m sharing what I learn each day — the basics, the confusion, and the real progress — from the perspective of a beginner.
On Day 30 of my game development journey, I learned the basics of UV unwrapping and texturing workflows.
What I tried / learned today
I learned that UV unwrapping is required to apply textures correctly on a 3D model. UVs take time to set up, but they are more optimized.
Skipping proper UVs causes texture problems later.
I learned about two common UV workflows:
- Single Tile UV (0–1 space) – Mostly used for games
- UDIM – Uses multiple tiles and is common in movies and high-detail assets
I also learned that Substance Painter is widely used for game texturing because it reads UV layouts directly.
Mari, on the other hand, is mostly used in film pipelines.
I practiced basic UV steps:
- Selecting faces
- Choosing a projection method
- Unwrapping the mesh
- Applying textures after unwrapping
What confused me
At first, I didn’t understand:
- Why UV unwrapping takes so much time
- When to use Single Tile vs UDIM
- Why textures sometimes look stretched
- How painting software knows where to place textures
Different projection options also made things confusing.
What worked or finally clicked
I finally understood that UV unwrapping is like flattening a 3D object into 2D.
Good UVs mean:
- Clean textures
- Less stretching
- Better results in painting tools
I also understood why games prefer Single Tile UVs for performance, while UDIM is heavier but allows more detail.
One lesson for beginners
- UVs are slow, but necessary
- Keep game assets inside 0–1 UV space
- Always check for stretching
- Good UVs make texturing easier
Slow progress — but I’m building a strong foundation.
If you’re also learning game development,
what was the first thing that confused you when you started?
See you in the next post 🎮🚀
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