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im trying to texture this character i made. i been using smart uv project, but it always end up having artifacts and looking kinda messed up in some random spot. So i followed tutorials and stuff to mark seams and unwrap, but instead of getting the various pieces i "separated" via seams, im getting two or three separates and a whole big ugly mess with the rest of the body. any help would be greatly appretiated.

i need to keep all parts separated so i can paint on the face and not have any other random body part get painted aswell.

enter image description here enter image description here

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  • $\begingroup$ 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. $\endgroup$ – Jackdaw Feb 8 at 21:55
  • $\begingroup$ 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. $\endgroup$ – MCunha Feb 9 at 11:27
  • $\begingroup$ <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? :( $\endgroup$ – Rodrigo Feb 10 at 2:22

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