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?