> For the complete documentation index, see [llms.txt](https://docs.lightact.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.lightact.com/assets/3d-model/uv-mapping-of-3d-models.md).

# UV Mapping of 3D Models

## Optimizing UV Map

A general goal should be to use as much of the UV map as possible. Doing otherwise will have detrimental effect on VRAM usage.

The examples below show the correct and incorrect usage:

![UV map above has a large area that is not used (the bottom of the map)](/files/YnXXhzWb5H2gdHOzl6DH)

![The entire UV map is used](/files/mQDQJNDv3DRv6qxiOJwT)

## Overlapping Areas

In most cases, you will want to achieve no overlapping areas of the UV map. In blender this can usually be achieved by **Smart UV Project** function.

Exceptions may include surface which will always use the same content, such as wheels of a car.

![](/files/yzgsAwkAtyUvuJDMMoxL)

## Checking Everything

It is a good practice to check if your UV map is correct inside Blender by applying a grid to your 3D model.

![](/files/83stjZtztWdMCHecUBmy)

{% hint style="info" %}
**Good to know:** you can export the image above by using a **Color Grid** node and right-clicking on its output pin
{% endhint %}

![Color grid texture applied to a 3D model in Blender](/files/xYkDfYn6RnKCvUCuGU9v)
