Intro to the UV Editor
+++ title = “UV Editing Workflow (Sneaker)” +++
Rhino’s UV Editor allows you to precisely control how textures wrap onto geometry.
In this chapter, we unwrap and texture a sneaker model using the updated UV tools in Rhino.
What You’ll Learn
- Creating custom unwraps for polysurfaces and SubD
- Aligning UVs to artwork
- Using constraints and pinning
- Building layered PBR materials
- Working with library materials
Exercise 1 — Upper (Polysurface)
Step 1 — Prepare the Object (0:28)
- Open the sneaker model.
- Select the upper.
- Run
Isolate
. - Turn off surface isocurves.
Step 2 — Inspect Default UVs (0:56)
- Go to Properties → Texture Mapping.
- Open UV Editor.
- Enable Use Texture to display the grid.
Step 3 — Apply Artwork (1:45)
- Drag and drop the artwork image onto the object.
- Switch to Rendered mode.
- Disable Use Alpha if needed.
- Pick a base color from the model.
Step 4 — Custom Unwrap (3:46)
- Run Unwrap → Channel 1.
- Select seams by double-clicking edge chains.
- Add SymmetryTip → Vertical.
- Press Enter to finish.
Step 5 — Arrange UV Islands (5:28)
- Open UV Editor.
- Scale interior islands smaller.
- Move them into unused texture areas.
- Scale the main island proportionally.
Step 6 — Align UVs to Artwork (6:31)
- Import vector curves of the artwork.
- Alt-drag the curve into the UV Editor.
- Scale and position it to match.
Constrain Edges (9:30)
- Run Constrain edges to curve.
- Select UV edges → Enter.
- Click the curve.
- Repeat for all sides.
Step 7 — Fix Distortion with Pinning (11:07)
Remove pins (11:13)
- Delete unwanted corner pins to relax the mesh.
Add alignment pins (12:06)
- Run Pin Vertices.
- Select vertex rows.
- Scale with gumball to straighten.
Step 8 — Add PBR Maps (14:12)
- Add Metallic map.
- Add Bump map.
- Add Opacity map.
- Adjust strengths.
Exercise 2 — Midsole (SubD)
Step 1 — Custom Unwrap (16:29)
- Isolate the midsole.
- Run Unwrap → Channel 1.
- Select edge loops as seams.
- Add SymmetryTip.
Step 2 — Straighten the Island (17:46)
- Use Edge Straightening on borders.
- Add corner pins.
- Scale edges into a rectangle.
- Delete extra pins.
Step 3 — Paint a Custom Texture (19:25)
- Capture UV layout to clipboard.
- Paste into an image editor.
- Paint the design.
- Export PNG and drag onto the midsole.
Exercise 3 — Tongue (SubD + Library Material)
Step 1 — Apply Library Material (21:32)
- Import a textile from the Material Library.
- Apply to the tongue.
- Change mapping from WCS → Mapping Channel.
Step 2 — Custom Unwrap (24:11)
- Run Unwrap with seams.
- Add SymmetryTip.
- Open UV Editor.
Step 3 — Refine UVs (24:42)
- Straighten edges.
- Add corner pins.
- Rotate island for correct orientation.
- Check grid uniformity.
Step 4 — Enhance Material (26:25)
- Use Tree View to edit multiple textures.
- Adjust repeat values.
- Add Ambient Occlusion.
- Link bump map to AO (Alt-drag).
- Adjust roughness and color blend.
Exercise 4 — Laces (Quick Mapping)
Quick Mapping Workflow (28:54)
- Apply a textile library material.
- Change mapping to Channel 1.
- Unlock U/V repeat.
- Increase repeat along length.
Exercise 5 — Final Materials (30:08)
- Create a metal material for eyelets.
- Sample color from the model.
- Create a plastic material for the outsole.
- Adjust color and reflectivity.
Summary
You completed a full UV workflow:
- Custom unwraps for polysurfaces and SubD
- Artwork alignment with constraints
- Distortion fixes using pinning
- Multi-map PBR materials
- Library material customization
Finished
Your sneaker model now has production-ready UVs and materials. Continue experimenting with different textures and material settings to refine the final look.
