Summary
In this chapter, you learned how to mark seams, UV-unwrap your mesh, and apply a texture to a mesh to check your UV. We also understood where to put our seams when unwrapping and which topology rules affect UV unwrapping the most. By now, you should be able to use UV unwrapping to check your topology and know how to check the quality of your UV map.
UV unwrapping is the last point to check your topology before doing all of the materials and rigging if your model calls for those, so it is important that you catch any major issues here. Otherwise, you may need to redo a tremendous amount of work. With these last considerations you need when preparing for UV unwrapping taken care of, we should be ready to go straight into a more complex model. In the next chapter, we will take a look at a character’s head, and apply all of the topology rules we have learned in this chapter to that model.