I exported the UV layout as an svg file with a resolution of 2048 by 2048. I chose export all UVs and set the fill opacity to 1. I then applied colors to the UV layout in Inkscape and saved the file as a png. I then imported the UV layout as a diffuse texture and saw black lines along the edges of my model:

enter image description here

I would like to get rid of the black lines in my model. I am using Blender version 2.82a. Any help would be appreciated. Thanks.

  • $\begingroup$ I think you've forgot to disable the UV layout in Inkscape before exporting as png right? UV layout is just a visual helper for texturing and there is no reason to keep it for the actual texture. $\endgroup$
    – brockmann
    Apr 29, 2020 at 9:28
  • $\begingroup$ How do I disable the UV layout in Inkscape? $\endgroup$
    – yellowcab
    Apr 29, 2020 at 12:11

1 Answer 1


UV layout is just a visual guide for texturing and there is no reason to keep it for the actual texture.

Basic UV layout workflow

The principles are the same for all editing tools on how to use the uv-layout no matter it is Inkscape, Photoshop, Affinity Designer, Gimp or whatever:

  1. Export your UV-Layout out of Blender (UV Editor > UV > Export UV Layout), either as vector svg or image file (png)
  2. Open up the file in your favourite editing tool
  3. Create a new layer and give it any meaningful name like 'UV-Layout'
  4. Place your UV-Layout onto that new layer and drag it on top of the stack
  5. Set 'Blend-Mode' of the UV layer to 'Multiply' which basically allows to "see trough" the 'unfold geometry' and having the layout as reference in place: enter image description here
  6. To avoid moving the layer by accident lock your 'UV-Layout' layer by clicking the little lock-icon
  7. Create your textures somewhere below that layer eg. in another layer called 'texture'
  8. When done with texturing: disable your 'UV-Layout' layer by clicking the eye or stack icon left to the lock icon and export it as image file (eg. png, exr or jpg)
  9. Back in Blender, load up the image in the Image Editor (Image > Open) to check for issues:

    enter image description here UV Editor vs Image Editor

  10. Final step is to assign the image texture to the shader and set the viewport shading to Material Preview or even to Rendered to see the actual result:

    enter image description here


You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .