Katana – Page 5
Step 34
- Begin by switching to Edge mode. We are going to take advantage of Blender’s UV unwrap tool to greatly reduce the headache of UV mapping.
- We need to select all the edges we want to be UV seams. With a manufactured item like this its pretty easy to hide seams. First select down the cutting edge of the blade and around where it connects to the tsuba.

Step 35
- From here we are going to continue to hide the seams along the front, as the front is the side least seen by a player (and this is intended as a game object). Continue to select down the front of the object except for the tsuba.
- The tsuba’s only seam is around the lowest edge of the outer lip.
- Also don’t forget to go around the bottom of the tsuba and the top of the pommel.

Step 36
- Mark Seam (Ctrl-E), which will tell Blender where we want our seems to go.
- Now select all the faces of the object.
- With all the faces selected choose Mesh->UV Unwrap->Unwrap.
- Switch to the UV Editing window.

Step 37
- Texture map space is precious. As you can see, large amounts of UV space are wasted in this setup. Now we go and manually set things up to work a little better. Drag Select the two parts of the tsuba.
- Translate them over (G) and Scale them up (S). The tsuba is going to get a lot of love in texturing, as the tsuba is the most decorated part of a real katana.
- Using the Select Linked (Ctrl-L) tool, Rotate each piece so that it has a more manageable orientation.

Step 38
- Do the same for the handle and the pommel.
- Export the UVs as KatanaUV.svg.
- Save.

Source Files