UV mapping assigns two-dimensional coordinates to mesh vertices so images can be sampled across the surface.
- Coordinates
- U and V
- Connects
- Mesh surface to 2D texture
- Key concerns
- Seams, distortion, density
- After retopology
- Usually rebuilt
Good layouts reflect how the asset will be seen
Give important visible regions enough texel density, hide seams where practical, and leave padding so filtering and mipmaps do not bleed between islands.
Check more than the color texture
After UV changes, transfer every required channel and verify tangent-space normals in the target renderer. A correct base color alone is not a complete PBR transfer.