UV unwrapping a plain matterss top

I need some help figuring out how to unwrap white part of this simple mattress model:

The geometry is simple and plain. it doesn’t have a bottom face. I can’t really unwrap it in a satisfactory way. I can’t line up the chart, only scale it and the result is that the UV is always misaligned.

Can someone please help me?
Thank you.

I’m no UV hero but I don’t think any UV map will bring you the result you aim for. I tried a few different UV maps but there is basically always some place where it will be a bit problematic. But like I said, I’m not a UV hero but just can’t really think about a satisfying solution with the pattern you would like to be on it. Because the pattern every distortion is more obvious.

Maybe you can just use ‘box’ and play around a bit like this. While that’s not perfect either it doesn’t really have to show in a final render if you play a bit with the light or dof.

Or go for the cheap trick, just use a matrass with square corners and use KS’s rounded edges. But I have the feeling this is not what you want :wink:

Did you tried triplanar mapping, even it does not support procedural textures?

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Yeah, I’ve settled for box and kinda gave up on it. since the mattress is not the subject of the image I think I can just nudge the textures to look good on a “per image” rate.

I didn’t. But I might take a quick look. Thanks!

I didn’t think of that one, could work well. And if it doesn’t work with procedurals you could just create a simple pattern in something like photoshop.

It doesn’t work with procedurals but it turns out box is just about enough.


I was just panicking :sweat:

UV unwrapping is more intuitive if surfaces are separated before unwrapping.

Different types of CAD modeling will also make a difference.

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Nice one! I do most unwrapping in MODO which is pretty friendly (well, for me) but sometimes hard to figure out what the best place is for seams. It’s a good thing programs like KeyShot and f.e. Substance Painter are doing auto unwrap better and better. If you like to overthink things UV-unwrapping can be so confusing instead of just seeing it like peeling a banana or so :slight_smile:

UV unwrapping is a pain in most 3Dsoftware. So much so it’s my lest favorite part of 3D.

For years now I’ve used Maya and the Malcom321 Mega pack for UV mapping which takes out some of the guess work. It’s worth the price, but it still takes patience.

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The UV boundaries don’t match up perfectly, but I get some pretty good results by making “seam cuts” along the large edge blends at each of the four corners of the mattress.

Like so:



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If the mesh topology allows for it, you might get slightly better results by putting those seam cuts right in the middle of the edge blends.



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Note: In above examples, there are two UV charts. One contains the top and sides of the matress, the other is for the bottom.