Originally this was 6 different textures, but I combined the textures together and then manually positioned each UV to become seamless to achieve my desired result as seen here: https://i.sstatic.net/IUNHF.png[1

Here is another one where I haven't manually scaled and positioned each island.

The islands are all overlapped.


I'm trying to achieve the results of the first image. I've tried pinning all of the verts and then unwrapping but it just results in this: https://i.imgur.com/bl8K90V.png

Seams didn't work right either: https://i.imgur.com/Nm3iL8P.png

I also want to mention that clamp settings and constraining image to boundsd also didn't change anything.

Any ideas on how I can make each unwrap end up like the first? I'd rather not have to keep manually adjusting faces all over my scene.

  • 1
    $\begingroup$ If you have an un-triangulated version of that mesh, Unwrap with Active Quads would get you what you need $\endgroup$
    – Ben
    Commented Mar 9, 2019 at 12:41
  • $\begingroup$ Thank you for your input this was exactly what I was looking for! $\endgroup$
    – ShadowX11
    Commented Mar 12, 2019 at 1:34
  • $\begingroup$ Glad to hear it! I'll make an answer for it for posterity. ^_^ $\endgroup$
    – Ben
    Commented Mar 12, 2019 at 6:02
  • $\begingroup$ If you can find the time, mark the answer as a solution to your question, so it shows up as solved. $\endgroup$
    – Ben
    Commented Mar 14, 2019 at 9:11

2 Answers 2


Follow Active Quads

To get a perfectly straightened unwrap from quad-strips, the Follow Active Quads method exists.

This will take the selected geometry and unwrap it as a rectangular strip, no matter what angle they have on the model. It is particularly helpful on objects with even but somehow spatially warped surfaces, like pipes, floor maps, etc. and truly invaluable if you need 100% straightened unwraps. These often make texturing a lot easier.

It has two options for the Mapping Type:

Even will make all UV-Squares the same size, Length will take the average length into consideration

To use Follow Active, select desired polygons. Ensure that one of them is the Active Selection. The algorithm will make this one the border piece in the unwrap. Also, as its name suggests, it will not run without an Active Quad.

Follow Active Quads has a couple of quirks, though:

For one, it does not like Triangles or N-Gons. It will split those from the quad strips.

For another, if you have already unwrapped, the Follow Active Quads will sometimes give you skewed results. In that case,

  • select the strip you want,
  • choose Unwrap > Reset
  • with the same selection Unwrap > Follow Active Quads

Enter the side view with numpad 1 or 3 (depending on your object's orientation). Hit U to get the unwarp options, and select "Project from View (bounds)".

These were my results: UV map in the top left

You can then manipulate the UV map to get rid of potential scaling issues.

  • 1
    $\begingroup$ Thank you for the response. Unfortunately, my objects aren't flat or orientated perfectly to face my camera. I would probably have to keep projecting it at different angles/distances until one looked decent enough to edit. Both results work though however the unwrap by active quad solution above was able to get what I needed with near perfect results. I appreciate your input though! $\endgroup$
    – ShadowX11
    Commented Mar 12, 2019 at 1:31

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