Dreidel toy: UV mapping

This tutorial UV maps the dreidel toy model. It uses the Conform to Mesh Burn UV function to do this, but a second approach is also demonstrated which shows how to generate initial UV coordinate from planar mapping in order to control the size of the UV islands.
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UV Maps and Physical Size, Part 2

This tutorial shows how to create a UV map that conforms to the size of existing Illustrator art whose physical size needs to be maintained. UV space is an abstractly measured system, and this tutorial shows how to create UV template which relates to the physical size of Adobe Illustrator or Photoshop artwork.
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UV Maps and Physical Size, Part 1

This tutorial shows how to create a UV map that conforms to the size of existing Illustrator art whose size needs to be maintained. UV space is an abstractly measured system, and this tutorial shows how to create UV template which relates to the physical size of Adobe Illustrator or Photoshop artwork.
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Wristband type object, UV mapping method 2

This tutorial follows up on the wristband tutorial (here). It shows a second UV mapping solution that allows for a separate texture to map to the inside of the band, and another map to be placed on the outside. It also shows to how to rework the UVs from the first tutorial as a way of demonstrating how to work with existing UVs.
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Model, UV map and apply a bitmap label to a wristband type object

This modeling, UV mapping, and texturing tutorial shows how to model a simple wristband type object using polygon modeling and subdivision surfaces. It then walks through the process of UV mapping it so a texture can be applied in a controlled and precise manner.
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Merging UVs from a primitive into an existing polygon mesh

This UV mapping tutorial shows how to merge a 2D Polygon primitive, with its pre-defined UV coordinates, with another polygon mesh and sync up the UVs from both. It also shows how to retain the existing UVs after a few modeling operations are done, using point pinning and the Conform function.
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