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)

Sneaker upper before UV editing.

Sneaker upper before UV editing.

Step 1 — Prepare the Object (0:28)

  1. Open the sneaker model.
  2. Select the upper.
  3. Run Isolate .
  4. Turn off surface isocurves.

Step 2 — Inspect Default UVs (0:56)

  1. Go to Properties → Texture Mapping.
  2. Open UV Editor.
  3. Enable Use Texture to display the grid.

Step 3 — Apply Artwork (1:45)

  1. Drag and drop the artwork image onto the object.
  2. Switch to Rendered mode.
  3. Disable Use Alpha if needed.
  4. Pick a base color from the model.
Artwork applied as a PBR material.

Artwork applied as a PBR material.


Step 4 — Custom Unwrap (3:46)

  1. Run Unwrap → Channel 1.
  2. Select seams by double-clicking edge chains.
  3. Add SymmetryTip → Vertical.
  4. Press Enter to finish.

Step 5 — Arrange UV Islands (5:28)

  1. Open UV Editor.
  2. Scale interior islands smaller.
  3. Move them into unused texture areas.
  4. Scale the main island proportionally.
UV islands arranged for the artwork.

UV islands arranged for the artwork.


Step 6 — Align UVs to Artwork (6:31)

  1. Import vector curves of the artwork.
  2. Alt-drag the curve into the UV Editor.
  3. Scale and position it to match.

Constrain Edges (9:30)

  1. Run Constrain edges to curve.
  2. Select UV edges → Enter.
  3. Click the curve.
  4. Repeat for all sides.

Step 7 — Fix Distortion with Pinning (11:07)

Remove pins (11:13)

  1. Delete unwanted corner pins to relax the mesh.

Add alignment pins (12:06)

  1. Run Pin Vertices.
  2. Select vertex rows.
  3. Scale with gumball to straighten.
Final aligned UV layout.

Final aligned UV layout.


Step 8 — Add PBR Maps (14:12)

  1. Add Metallic map.
  2. Add Bump map.
  3. Add Opacity map.
  4. Adjust strengths.

Exercise 2 — Midsole (SubD)

Midsole SubD geometry.

Midsole SubD geometry.

Step 1 — Custom Unwrap (16:29)

  1. Isolate the midsole.
  2. Run Unwrap → Channel 1.
  3. Select edge loops as seams.
  4. Add SymmetryTip.

Step 2 — Straighten the Island (17:46)

  1. Use Edge Straightening on borders.
  2. Add corner pins.
  3. Scale edges into a rectangle.
  4. Delete extra pins.
Clean rectangular UV island.

Clean rectangular UV island.


Step 3 — Paint a Custom Texture (19:25)

  1. Capture UV layout to clipboard.
  2. Paste into an image editor.
  3. Paint the design.
  4. Export PNG and drag onto the midsole.
Custom painted texture applied.

Custom painted texture applied.


Exercise 3 — Tongue (SubD + Library Material)

Tongue with default mapping.

Tongue with default mapping.

Step 1 — Apply Library Material (21:32)

  1. Import a textile from the Material Library.
  2. Apply to the tongue.
  3. Change mapping from WCS → Mapping Channel.

Step 2 — Custom Unwrap (24:11)

  1. Run Unwrap with seams.
  2. Add SymmetryTip.
  3. Open UV Editor.

Step 3 — Refine UVs (24:42)

  1. Straighten edges.
  2. Add corner pins.
  3. Rotate island for correct orientation.
  4. Check grid uniformity.
Tongue UVs aligned with fabric texture.

Tongue UVs aligned with fabric texture.


Step 4 — Enhance Material (26:25)

  1. Use Tree View to edit multiple textures.
  2. Adjust repeat values.
  3. Add Ambient Occlusion.
  4. Link bump map to AO (Alt-drag).
  5. Adjust roughness and color blend.

Exercise 4 — Laces (Quick Mapping)

Laces using tiled mapping.

Laces using tiled mapping.

Quick Mapping Workflow (28:54)

  1. Apply a textile library material.
  2. Change mapping to Channel 1.
  3. Unlock U/V repeat.
  4. Increase repeat along length.

Exercise 5 — Final Materials (30:08)

  1. Create a metal material for eyelets.
  2. Sample color from the model.
  3. Create a plastic material for the outsole.
  4. Adjust color and reflectivity.
Completed sneaker with UVs and materials.

Completed sneaker with UVs and materials.


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.