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I modeled a simple Batarang, and am trying to apply an image texture to it, whether via the shading window from an outside source, or by direct texture painting inside blender. I have unwrapped the UVs on seams that I need as shown below. As soon as I go into texture paint mode and select the same object. It has the basic cube t-pose UVs with all of my subdivisions. If I try to apply an outside image, it applies them on that basic cube UV, instead of my unwrapped ones. Do I need to apply the UVs from UV editor, I don't understand why they aren't transferring over to paint/shading. The oddly painted cube in the back was a test, and it worked fine. Unwrapped on all seams, and it transferred seamlessly to texture painter for live painting.

Basic layout of UVs in UV Editing Mode

Same Object in Texture Paint has default subdivided UVs

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  • $\begingroup$ It looks like your uv editor is showing the cube unwrap and not your batarang model. Delete the cube and save, and reopen to see if it persists. $\endgroup$ – Craig D Jones Dec 18 '19 at 13:47
  • $\begingroup$ The batarang is just a subdivided / loop cut cube that I modeled from. What is showing in the texture paint window is what the UVs looked like in the UV Editor before the first time I marked seams and unwrapped. Yet, even after unwrapping, they are still showing as the default 6 sided cube with all of it's loop cuts and extrudes in the texture paint window. $\endgroup$ – Joel Poquette Dec 18 '19 at 19:56
  • $\begingroup$ Can you append your batarang to a new file to see how the UVs look there? $\endgroup$ – Craig D Jones Dec 18 '19 at 20:16

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