Is there a way to unwrap a symmetrical model so that the UVs for each side overlap? I'm working on a model which will have the same patterns on each side, and I'd like to avoid having to create half of a texture which isn't used, and make sure both sides match exactly
-
$\begingroup$ you could put a seam on the symmetrical axis, unwrap, then in the UV/Image Editor, select the symmetrical half, mirror it with SX-1, and make the 2 halves coincide $\endgroup$– moonbootsJul 15, 2019 at 13:44
-
$\begingroup$ See this is what I though I could do, but whenever I unwrap the model Blender tries to optimise the space used up by the UVs, so they're moved around to be positioned better and never quite match the same size $\endgroup$– SolidSquidJul 15, 2019 at 14:36
-
$\begingroup$ and if you move, scale, rotate, etc. it is still not good? it should work though $\endgroup$– moonbootsJul 15, 2019 at 14:37
-
$\begingroup$ Weirdly I managed to get that to work, but only if I unwrap the entire model in one go. Unwrapping individual parts at a time seems to be what's caused it to be distorted. If you post this as a separate answer I'll mark it as the solution, thanks $\endgroup$– SolidSquidJul 15, 2019 at 15:29
4 Answers
So, what you need to do is mark seam where the cut is supposed to happen, then unwrap the whole mesh with U > Unwrap, then in the UV/Image Editor, mirror the half with a SX-1, then move it, rotate it so that it overalys its mirrored version. In the UV/Image Editor you can use the Snap (vertex mode) option if you want the vertices to snap perfectly.
I encountered the need to mirror my UV earlier so this is how I manage to do it.
- Duplicate my mesh
- Apply the mirror modifier on the duplicate mesh accordingly
- Transfer the duplicate mesh UV to the original mesh using Transfer Data modifier
-
$\begingroup$ Already got an accepted answer, which seems to be a more general one, but this definitely seems like a good option to work around the multi-res issue I had if the UVs can't just be mirrored directly (had this happen before if not unwrapping the whole thing at once). Thanks! $\endgroup$ Oct 13, 2020 at 8:50
The easiest way would be to only model half of the mesh and use a mirror modifier. If you unwrap the mesh the UV will be mirrored as well.
-
$\begingroup$ Unfortunately when I remove half the mesh and use the mirror modifier I lose a ton of detail that's been sculpted to a multires modifier, so trying to avoid that $\endgroup$ Jul 15, 2019 at 14:35
After wasting a good amount of time on this exact issue, I've found a good solution; one that does not effect multi-res, vertex groups, shape keys, or anything else of the sort, as it works entirely in texture-space.
- In edit mode, select the faces you wish to mirror on the side of the mesh with the correct UVs
- Now select these faces in the UV editor
- In the UV editor, under the UV menu, select "Copy UVs"
- Return to edit mode and mirror your selection with Ctrl + Shift + M
- With the corresponding faces selected in the UV editor, select "Paste UVs" from the UV menu
This method will stack topologically identical sections on top of each other, for example: a bottom lip would get stacked on top of a top lip. To avoid this, repeat the process for each section individually.