Source metadata
- Type: Official Blender documentation
- Maintainer: Blender documentation team
- Accessed: 2026-04-24
- Primary URLs:
Key takeaways
- Blender’s seam documentation explains UV seams as the cuts that let a 3D surface flatten into a UV layout.
- The seam workflow is iterative: mark seams, unwrap, adjust seams, repeat, then manually adjust UVs.
- Good seam placement reduces stretching while keeping visible seams under control.
- The Principled BSDF node is Blender’s central material node for many PBR-style surfaces.
- Base Color, Roughness, Metallic, Alpha and Normal map directly to beginner game-art concerns.
Notable claims
- Blender recommends using as few seams as possible while keeping stretching low.
- Roughness controls the spread of specular reflection, with low values producing sharper reflections and high values producing more diffuse reflections.
- Metallic separates non-metallic surface behaviour from metallic surface behaviour.
Relevance
This source informs:
Open questions raised
- Should beginner students hand-mark seams first, or begin with Smart UV Project and then learn why it fails on more complex assets?
- Which texture-map set should GDnD standardise for first-year 3D props?