Cinema 4D Tutorial – UV Grids


When working with UV mapping it is often useful to be able to see how the UVs are unwrapping. Here are two JPEG images that should help in the arduous task of UV manipulation. If you add these to a couple of materials and then save them into your Cinema4D preset library then you will have access to them whenever you need.

Download the images here.

There are two images, one is a simple grey checker with markings showing the four corners of the UV space. The other is a little more complex and the UV space is broken down into even segments defining the coordinates of the UV space, it also has a four colour gradient mapped across.


The grid itself is useful as it allows you to see how much distortion you’re introducing as you pull the UV points and polygons around. You can always tile the material to repeat the grid across the mesh.

The more elaborate coloured version will show you a smaller grid without tiling the material. The addition of a gradient will show you where you may for instance, have flipped a UV polygon back to front, as the gradient will not flow smoothly over those parts of the mesh.  It is useful for determining how continuous your UV mesh is and the numbering of the sections will tell you where in the UV space any problems occur.  This makes it easy to look at a complex mesh and if you locate a UV mapping problem on the object, you can then use the UV coordinate from the image to help you find the offending point or polygon on your UV map quickly.

Download the images here.



Cinema 4D Tutorial – UV Grids

Author: Tim


  1. Dave Glanz
    Dave Glanz On June 5, 2013 at 1:51 AM

    Welcome back and thank you!

  2. dacian
    dacian On June 11, 2013 at 10:54 PM

    where can I find a good tutorial on how to work with UV maps? I find it kind of confusing with unwrapping complex objects

  3. Jono
    Jono On August 4, 2013 at 4:41 AM

    Thank you Tim! These are perfect. By the way, for anyone who needs to learn how to UV map, this tutorial was really useful for me.

  4. Colleen Z. Johns
    Colleen Z. Johns On August 4, 2013 at 6:00 AM

    The two floor texture images are 1024×1024 each. Each resultant texture tile is 512×512 (one quarter of each image). The four mesh tiles are UV-mapped for each quarter of the UV-space, taking in a different tile. Inworld, each of the mesh tiles will be about 4m x 4m, retaining my goal of about 100 pixels per metre for sharpness.

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