IIn Part 11 of the Complete Low Poly Car Tutorial – Peugeot 205 GTI, we dive into UV packing — the crucial step that organizes your unwrapped UVs into an efficient layout for baking, texturing, and exporting.
We’ll go over best practices for making sure your UV islands are cleanly arranged, proportionally scaled, and ready for both Blender materials and game engine pipelines.
Whether you’re rendering stills or exporting to Unity or Unreal, proper UV packing will make your texturing and shading workflow far smoother.
What You’ll Learn in This Video:
How to pack UVs cleanly in Blender
Best practices for scale consistency
Tips for baking, texturing, and game-ready exports
Organizing UV islands for clarity and efficiency
About This Series:
This is Part 11 of a full course where we model, texture, light, render, and animate an iconic Peugeot 205 GTI in Blender, entirely from scratch.
Join the Discord to get all the free course assets, share your progress, ask questions, and get feedback:
https://discord.gg/Newbqch3NP
You can also access the course files on Patreon (free membership):
https://www.patreon.com/designersoup
Like the video if you’re following along.
Questions or feedback? Drop a comment. I’m happy to help.
Subscribe so you don’t miss the second phase:
#BlenderCarTutorial #Peugeot205GTI #LowPolyBlender #BlenderBeginnerCourse #3DModelingCars #BlenderHardSurface #GameAssetModeling #BlenderAnimation
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