I can't figure out the problem here, both of them have almost the same topology, and unwrapped the same way, the distorded one have longer polygons. I tried some diffrente approach but could only make it better by inserting a loop, but maybe there is a better way to solve this?

I made that question on polycount, a guy answer it, but my brain is way too s#@! to understand that.

This was his answer: Select the offending face and Ctrl+T. Once it is broken down into triangles Shift+right-click neighbouring PAIRS then Ctrl+J to join them together into a Quad. You might have a few stray triangles (which is ok), but unwrapping should then work as expected.

What he means by ''Ctrl+J to join them together into quads''? in the blender manual to convert tri to quat the hk is Alt-J, and Ctrl+J is to join objects, im confused, maybe someone can explain to me in a noob/potato way?

Fbx:https://mega.nz/#!l3hy1KIS!6OViRzkx-...ByL8zZ2BKDwsLk enter image description here

  • $\begingroup$ Most likely Alt+J was meant. I didn't get why to shift+select other pairs of loops if they are already quads (maybe shift selecting tris?) but anyway to convert to quads Alt+J is used. $\endgroup$ – Mr Zak May 11 '19 at 18:02

If you're simply trying to resolve the unwrap distortion, I'd verify that you have no doubles causing un-seamed edges that might be causing the warping. This can be resolved without touching the object itself, which is what the polycount answer was pertaining to.

  1. check seams
  2. U -unwrap mesh
  3. bring up the UV editor in a separate panel

You should then be able to manipulate the UV as you like.

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