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so I've been working on a mod for a videogame but I ran into a problem that I simply can't figure out on my own (I'm fairly new to blender but I honestly don't know what I've been doing wrong). So I modeled the object (an I-beam, pretty basic stuff -->started from a cube and added some edge-loops and did some extrusion and scaling) applied the scale and location and started to place the seams. Then I duplicated the object b/c I've been planning to bake a normal map later on. After that, I unwrapped the model but there always is this one part or rather loop of the unwrapped model which appears to be deformed for some odd reason. I don't know but I don't think it has anything to do with my placement of the seams but I might be mistaken. Anyway, I'd appreciate your help and please let me know if you need further information:)enter image description hereenter image description hereenter image description here

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  • $\begingroup$ could you share the object? blend-exchange.giantcowfilms.com $\endgroup$
    – moonboots
    Commented May 3, 2020 at 13:58
  • $\begingroup$ wow didn't expect a reply so soon but yeah sure $\endgroup$
    – The Nock
    Commented May 3, 2020 at 15:06
  • $\begingroup$ <img src="https://blend-exchange.giantcowfilms.com/embedImage.png?bid=e3v6vdN8" /> $\endgroup$
    – The Nock
    Commented May 3, 2020 at 15:10
  • $\begingroup$ I don't see the door, could you please just share the door? $\endgroup$
    – moonboots
    Commented May 3, 2020 at 15:14
  • $\begingroup$ there is no door just a vertical i-beam and a horizontal one but those are separate objects...the horizontal one is hidden and I haven't yet started to unwrap it so pay it no mind $\endgroup$
    – The Nock
    Commented May 3, 2020 at 15:19

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About your distorted UV map:

it comes from the fact that your beam is actually enlarging on its top, so the faces are not perpendicular. The consequence is that it will stretch the UV map in the UV Editor: Blender just tries to find an average arrangement between faces, it doesn't know that it needs to give priority to perpendicular angles. I've made a second test with perpendicular faces and as you see it works fine.

What you could do though is making the UV map orthogonal with some addons, or: first unwrap the top part, then the bottom, then in the UV Editor, make the bottom faces stick to the top faces with the help of the snap.

enter image description here

About your Bake problem:

There might be several reasons, it really depends on your problem. I guess one of your problems is that your object is made of 90° perpendicular angles. In that case you need to know that, as the ray of the baking follows a direction that is perpendicular to the face normal, it won't be able to record any of the faces that are completely parallel or perpendicular... the baking will be completely "blank". Whereas if you slightly tilt those parallel faces the ray will hurt them and therefore they will be seen (the perpendicular face won't be seen but it doesn't matter, the parallel faces will give the illusion of deepness).

enter image description here

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  • $\begingroup$ Wow thanks i think i got it now....about the normals man i'm such an idiot haha...i knew that and did the same thing you did when i modeled and baked the screw but for some reason forgot about it when i modeled the beam $\endgroup$
    – The Nock
    Commented May 4, 2020 at 10:35

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