
Move the mouse over the 3D view's top right corner and drag to split the view into two.Ĭlick on the left most icon in the new 3D view's header (located at the bottom of the view), to bring out the EditorType menu, and then select UV/Image Editor. Move you mouse over the selected group and press SHIFT-L to deselect it, or press A to deselect/select all. If you get any extra faces selected, then the seams are not properly closed. Move the mouse over any other group (like the wheels) and press L again to check. If you press L to select a group while in Vertex select mode, all the connected vertices will be selected, despite of any seams. You will see that only the group separated by seam is selected. Mouse over any face on the top and press L. Press Control-TAB and select Face select mode. We can take advantage of this mirror modifier for UV unwrapping and texture painting on symmetrical models with a symmetrical texture. We now have all the necessary seams marked.Īs the other side is generated by the Mirror modifier, we already have a seam in the center, so we don't have to mark that seam. Repeat the same process for the rear wheel as well. Now select the inside edges of the tires and then press Control-E and click on Mark Seam. Now select the edges along the back, press Control-E and select Mark Seam. And then press Control-S to save the file. Step 4Similarly, select the edges from the front part of the bonnet/hood to the bottom, as shown in the next image. The seams are the line from where the mesh will be "unstitched". Step 3With the edges selected, press Control-E to bring up the Edges menu and select Mark Seam. Make sure you don't select any other edges. Hold the Shift key and Right Click on the edges one by one, to make multiple selections.

Select the line of vertices/edges along the side of the car as shown in the image below. Press Control-TAB to choose either Vertex or Edge selection in Mesh Select Mode, or click on the Edge button in the 3D view's menu bar. So select the model by Right Clicking and press TAB to enter into Edit mode, if you are not already in edit mode.

We will continue using the mirror modifier. In this tutorial we will learn how to unwrap the car model we created in the first part of this series, and create its texture.
