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![]() Next I selected the rest of the shoe and did a planar map down the center of the foot. Again, toggle between F2 so you can see the texture and scale the gizmo so that the checker texture looks square, and the squares are approximately the same size as the squares on the rest of the shoe.
![]() And finally, I selected the top of the shoe and did another planar map on it. Rotate the plane so that it's going at about the same general angle as the top of the foot. Now that we've done all of the projections we can go into the Edit window and start moving the UVs around themselves. Along the bottom of the Edit UVWs window should be a bar that looks like the one below. I've circled the things that you'll frequently use from this window.
![]() When you first go to edit the UVs after having made several projections, most everything will probably be overlapping. If you check the "Select Element" option, and select just a single vert of an unwrapped part, it will select the entire part automatically. This makes it easy to then move that pice away from the mess in the middle, so you can seperate everything and start working on it. When you're ready to edit the individual UVs (vertices) make sure to uncheck this option. The Rot. +90 and Rot. -90 options are often useful for rotating and entire object a set 90 degrees in one direction or another, so they're useful too.
![]() There is also a set of buttons along the top of the edit window. Move, Rotate, Scale are pretty self-explanitory. The 3rd button (highlighted in the image below) is Freeform Mode and basically allows you to move, rotate, and scale, all in one, depending on where you click on the gizmo that appears. It is a very useful tool. It also gives you more control when scaling something. Next to the Freeoform tool is Mirror. The difault will flip your selection horizontally. If you hold down on the button you can choose to flip vertically instead. And further to the right in the windows is a box icon with checkers on it. Right now your edit window probably has the checkerboard texture in the background and it's making it difficult to see the UVs. If you click this button, it will turn off the texture preview in this window.
![]() If you're still in Face select mode under the UnwrapUVW modifier, switch to Verticies now. I started out by selecting each part by element and seperating them in the window space so I could sort them out. Then I turned off select by element. I moved, rotated, and scaled (I used the freeform tool) the cylindrically unwrapped heel so that it lined up with the side unwrap of the main shoe. I used Target Weld (Ctrl + T or Tools > Target Weld) to connect the edges together. I also freeform moved the top of the shoe so that it lined up with the side of the shoe. Since I have no need for the heel to be totally unwrapped like that, I'm going to select half it (the part circled in red) and detach it from the rest of the heel (Ctrl+D or Tools > Detach Edge Verts) and then Flip it horizontally and move it over top of the other half of the heel.
![]() Using Target Weld (Ctrl+T) I attach all verts together that are close and should share UV space. This helps me line up seams in the texture later, as well as keeping my UVs clean.
![]() Once I've got all the pieces cleaned up and welded together the way I want, I move, rotate and scale all of the pieces into the bold square. This is the space that will make up the actual unwrap, so everything needs to be inside this square.
Setup
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