# UV Layouting

UV Layouting is one of the most important parts of creating designs for customuse. Your UV will be visible in the editor. Users rely on your UV when they customize their outfits and add images, so it's very important that the UV is clean and understandable for an average user.&#x20;

{% hint style="info" %}
**"We need a UV layout with as few UV islands as possible, at least for the part of the model on which the image will be overlaid"**
{% endhint %}

The image below shows a UV layout, which is **unacceptable** for our purposes

<figure><img src="https://lh6.googleusercontent.com/dN2gQIPQ4cUqZVn_cUdEXSDEoCSA22magXd9A5xOsu05sm-a0i9_GWWqw8u2DGY-EtK__1yj3UAbv4K6hRaVIggrVPHpT2uO_XZOWQUYtTNq5poTJZmq2QF8gKsKjnh2HHz4JECkDujlbi95HaACFUNon-kMIaMIxMl6t8OHFdeIgaQOjsRxLx6v3OEr" alt=""><figcaption><p>Example of unacceptable UV</p></figcaption></figure>

## **UV Layout**

* The UV layout **must** always be in the **right** shape.&#x20;
* In order for the image to always lay flat, clear, and without stretching, the UV must be flat, **without distortion**, and must be **as close as possible** as in the image below.&#x20;
* Images will be imposed on the model itself through the UV layout.

<figure><img src="https://lh4.googleusercontent.com/H2N-TqPsCwSaqnQWzjM2TkWNC4qx1p7t2ou40SeZfEdQdUWSZrcH5hrJEiItm9y65q_FICc0-zc9U7JmlmkdJ32hvVDdwW8VN4UyBf2axGUSNGmes44H2Cwtq2A5HWz4M70i3o1g7LHrce5f_k2h7iye94kfG50bdkwlB_2WfUTJGet3cRY4C_sQ9xrT" alt=""><figcaption><p>This image shows the chest, back and two sleeves, with the sleeves going to the sides.</p></figcaption></figure>

{% hint style="info" %}
If there are **other** elements on the model, such as a hood or belt, these **should be positioned** properly too if possible, to leave the ability to paint them.&#x20;
{% endhint %}

If the pocket is still too bulky, its UV island **should be positioned** where it is on the mesh

<figure><img src="https://lh6.googleusercontent.com/2IAGX3XhoVrnfExIIiluGAAwHR6Ve5zT8HexOhzOQAYtIyelPqOuDX6MTi8hTVkBNqC-Tf0Ew-NemYn8WPHXUt13cB54JHM7t3AUc9gGywtHSzgz2S3QzjJKz2x0LkyJ8i5oNyGNiZr_p5H4y3Tlhy6isO2C9I8IgCl179vnhsDVvv_oUxxaoFt1w3Bc" alt=""><figcaption><p>Example</p></figcaption></figure>

### Examples

1. This is how UV layout of the headgear should look like (image below). In this case, the top part of the helmet is split into 2 UV islands, with all other details removed around the edges.

<figure><img src="https://lh5.googleusercontent.com/wGtPfXdd64pP_njy410K7m0Vbhj92IxEZhC-TJBLxowU1kvsex3SLT0tl5lmTb_SChdwHnizuR-QXszndJgULjVsAj7-akS4fQRJH62YrcvZc9z9ztL2hLKo3tZRhMh8yyRtTEk8ZfgywaMgjPcpK_Gb0SWi67yR-Ow5EymL4G0MOGUPJlnhGPPcdcwq" alt=""><figcaption><p>Example of helmet UV</p></figcaption></figure>

2\. The next image is a mask with a UV layout. Note that here the front part has **only one** UV island, while the other elements such as the horns have their own UV islands and lie to the side.

<figure><img src="https://lh3.googleusercontent.com/EVPEiTtGp6gW4rcAkk4Mw1eSAruGm0YZ3EkkoY8cLC428zpsQ1rwq1AXfDY1bGKgSuNNg2-PhJfqytSpueeFwg3m5tc_nuZRI6twl6PX6hWaoRJ-CyWQnkXvDpWpQ8-Ez2f2mfuEIAAPG1T4baM27PN9Jr164ZIItvjrDa3L2e0vwVA8xz1umk_owcwk" alt=""><figcaption><p>Example of mask UV</p></figcaption></figure>

{% hint style="info" %}
**"Every UV layout should be checked for pulls and other artefacts, and the best way to do this is to use a** [**Checker**](https://yandex.ru/images/search?text=checker%20texture\&from=tabbar) **texture"**
{% endhint %}

In the image below, it is clearly visible that the model on the left has an incorrect UV layout, while the model on the right has a good UV layout.&#x20;

The checker texture display will give you an idea of how the image will be overlaid on your model.

<figure><img src="https://lh6.googleusercontent.com/I4hC7SAbw0KkjEwWhL5BBqiKuTW2NkJAUg9lP6zq-tqwBb0rVI3AjPeEOMgyfM-tvGldUYuWGUmNfX8eM4AhlaVOkJcecaRcEQfV77OH1jafs2B8SZD9E-eZXRVkjl0btLxGw4VRO7rozKnmbiZ53zlimyjwIGqIggRKEYR9P68PO0ff0xTdxZs_PSqZ" alt=""><figcaption><p>Checker usage</p></figcaption></figure>


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