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UV mapping is an essential part of precision texture mapping. It can also be useful for controlling the application of procedural texture and gradient layers, as well as Anisotropic shading. Many functions and tools of Modo generate automatic UV maps, but you may find you need to modify or replace those maps. The following topics describe working with vertex and UV maps in Modo, and give an overview of the UDIM workflow. Click any of the links below to navigate to that topic.