3D Pipeline & Technical Art

UV Mapping

UV mapping unwraps an approved 3D model into a clean texture layout with seams, scale, padding, and tile strategy matched to its intended use.

  • Delivery2–15 days
  • RevisionsPackage dependent
  • PricingQuoted by scope

What this service covers

I inspect topology, hard edges, material groups, camera distance, target resolution, and the destination engine or renderer before placing seams. The goal is to balance distortion, hidden seam placement, texel density, and efficient use of texture space.

Layouts can use a single tile, mirrored shells, stacked elements, multiple material sets, UDIMs, or a separate lightmap channel. The chosen approach is documented because each has different memory, painting, and runtime implications.

UV mapping does not include texture painting or repair of unsuitable source topology unless stated. Models with severe non-manifold geometry or changing topology may need cleanup before a reliable layout can be produced.

What's included

  • Mesh and topology preflight
  • Purpose-specific seam placement
  • Texel density and padding setup
  • UV validation and source delivery

Tools and platforms

UV UnwrappingTexel DensityUDIMLightmap UVs

How the project works

  1. 01

    Scope

    We define the objective, deliverables, dependencies, and success criteria before production starts.

  2. 02

    Build

    You review working previews, so decisions are made against tangible output.

  3. 03

    Refine

    The agreed revision rounds are used to complete details within scope.

  4. 04

    Handover

    I deliver the agreed files, access, and practical usage notes in an organized package.

3D Pipeline & Technical Art · Delivery

Choose the right level of scope

Final pricing is provided after scope, deliverables, and integrations are confirmed.

Small

Simple asset

UV layout for one simple approved model.

  • One asset
  • Single-tile layout
  • Distortion check
  • Consistent padding
  • Source file
Delivery: 2–4 days Revisions: 1
Medium

Detailed asset

UV layout for one detailed or multi-part asset.

  • Complex shell planning
  • Material set organization
  • Texel density target
  • Optional lightmap channel
  • Validation screenshots
Delivery: 5–8 days Revisions: 2
Large

Asset set

UV layouts for a defined set of related assets.

  • Up to 8 agreed assets
  • Shared density standard
  • Tile or UDIM plan
  • Lightmap UVs if scoped
  • Organized source files
Delivery: 8–15 days Revisions: 3

Frequently asked questions

What is texel density and why does it matter?

Texel density controls how much texture resolution an object receives relative to its size. Consistent density prevents similar assets from appearing unevenly sharp.

Can you create UVs for a model made by someone else?

Yes, after a topology preflight. Broken geometry or unsuitable topology may require a separate cleanup or retopology step.

Are UDIMs suitable for game assets?

Sometimes, but many real-time projects prefer fewer texture sets. The correct choice depends on the engine, asset type, memory budget, and virtual-texturing workflow.

Get a quote for UV Mapping.

Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.

Tell me about the project