To access and view an object’s UV information, you must use the UV Image Editor. You can access this in different ways. One way is to activate the UV Image Editor interface preset that ships with Blender. Simply choose the UV Editing option from the Interface Pre-set drop-down menu. The UV image will display as a separate panel on the right-hand side. ▶4.1
An alternative method is to convert any existing panel or view into the UV Image Editor. Simply click the Panel mode icon, and then choose UV/Image Editor from the dropdown menu. ▶4.2
Perhaps the fastest and easiest method of unwrapping a 3D object is Smart UV Project. In most cases, this is a one-button click operation. You simply enter Edit mode for the selected object, select all faces, then switch to the Shading/UVs tab on the Tools panel, and click the Unwrap > Smart UV Project option from the UV Mapping drop-down menu. ▶4.3
displays the Smart UV Project dialog. From here, you can configure how the project will occur. In many cases, the default options work fine. However, for better results, some options may need tweaking. Specifically, try increasing the island margin to add some spacing between separate UV islands, preventing pixels from bleeding across one island to another. In addition, enable the Correct and Stretch check boxes to maximize the use of texture space. ▶4.4 Smart UV Project is especially effective for hard-surface objects with sharper angles, such as houses, crates, televisions, and tables. But it’s less effective for organic and rounded surfaces, such as characters, flowers, mushrooms, trees, cushions, and others. These are often broken into too many different UV islands or clustered together into too large an island. Instead, to map these optimally, run the Smart UV Project as an initial step, and then afterward tweak the mapping manually (see the next section).