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Jan 19, 2021 at 19:49 history edited susu CC BY-SA 4.0
deleted 77 characters in body; edited title
Jan 19, 2021 at 19:36 answer added Ismir Egal timeline score: 0
Jan 19, 2021 at 18:47 answer added Jeff Lange timeline score: 0
Jan 19, 2021 at 18:00 history tweeted twitter.com/StackBlender/status/1351590266289991688
S Jan 19, 2021 at 15:23 history bounty started Rodrigo
S Jan 19, 2021 at 15:23 history notice added Rodrigo Authoritative reference needed
Feb 10, 2019 at 2:22 comment added Rodrigo <img src="https://blend-exchange.giantcowfilms.com/embedImage.png?bid=5847" /> I tried making normals consistent and still doesnt work. so heres the file. I tried also making a retopology, it wasted around 4 hours, and i realized that the model i was retopologing had around 20k faces, while the original only had 5k, so i kinda gave up there because i really fucked up. Is there any to fix it other than retopology? :(
Feb 9, 2019 at 11:27 comment added MCunha you have to manually make seam lines to the UV, and then unwrap from there. It would be a great starting point and easier to map mesh's problems. About black artifacts, you might have issues with non manifold vertexes, or similar. You might need to do retopology on your model to both simplify it and correct it.
Feb 8, 2019 at 21:55 comment added Jackdaw It looks like you are having some black artefacts on your mesh. They could be a result of non confirming face normals and could possibly be the reason why the uv unwrap works badly. Try Make Normals Consistent (CTRL-N in edit mode). Then try uv unwrap again. If that doesn't help, upload the file so we could have a look.
Feb 8, 2019 at 21:18 history asked Rodrigo CC BY-SA 4.0