[If you are having trouble with the video, watch it on YouTube instead - Vimeo has been playing up lately]
No matter how well you unwrap your model you will always have a few spots where you can see a texture seam. It’s a common misunderstanding that hiding a texture seam is difficult and only for the pros, but really, it’s actually quite simple :)
In this tutorial you’ll learn how to:
- Properly unwrap a fairly complicated double-sided mesh
- Fix texture stretching
- Use multiple UV maps in Cycles
- Use texture painting
- Get rid of texture seams caused by your UV map



Hi Greg,
Looks like a tutorial I just needed, since I am just working on a complex UV map with bevel modifier. Also, I was just wondering how to do multiple UV textures in Cycles. Thanks for this tutorial.
There seems to be a problem with the download button. No blend file is yet connected to it.
Thanks,
M1ch13l
Sorry about that, fixed it!
Great tutorial. This was exactly what I needed to learn. Great job.
I thought the texture paint "clone" method was the only way to do this, so thanks for another technique to use.
p.s. Nice model!
Wow, nice technique, Greg!
Also I didn't knew what was that Attribute node for :)
Thank you!
great tut, covered a lot.
really enjoyed how to use two UV maps.
Hi Greg. Nice tutorial. I think I missed the setup of the nodes. Can you do one more in-depth on multi-uv's? And how to set up the nodes? I've done texture painting before but in cycles it seems way different.
Instead of a Texture Coordinate node, put an Attribute node (Input>Attribute) - then in the Name box in the Attribute node, put the name of the UV map. Then connect the vector from the Attribute node the the texture