[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
Just checked out this tutorial and there is still a problem with the link for the .blend file. Can you please fix it?
Thanks! Great info!