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I have some subdivision + UV boundary problem My English is poor. So I prepare image enter image description here

As you see the picture The Blender's result of UV islands boundaries are different with other DCC, after subdivision I think my blender "smooth, keep corners" option didn't work properly I need the same Result, Like Maya and 3Ds Max

I use blender for modeling and Texture painting But I cannot do texture paint with This kind of UV islands boundary result to export to other DCC Please!! Help me!!

Thanks!!

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to get the same result as Maya/3DS Max, follow these steps:

  1. apply SubSurf modifier with Sharp option instead of Smooth, keep corners

    first-step

  2. your uv layout will be changed into this (notice the sharp borders)

    second-step

  3. select uv's borders and pin them (press P key), so those vertices will keep the position in the uv-space (pinned vertices are red)

    third-step

  4. select all vertices (in the uv editor) and press U to update all the other vertices - you should get this result

    fourth-step

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  • $\begingroup$ Oh, so this is how you use the sharp option :). Thanks. $\endgroup$ Commented May 24, 2020 at 10:42
  • $\begingroup$ Thanks for your solution!! Usally I painted Low-polyon with Ctrl+1 or Ctrl+2 subdivision surface As you know, Painted with Ctrl+2 and then turn the model Ctrl+0 There are problems with UV islands boundary opposite way, Painted with Ctrl+0 and then turn the model Ctrl+2 There are also problems with UV islands boundary I think I need more radical(?) solution So kind of Subdivision Add-on or Blender subdivision option But. this is really cool solution. Thanks sir!! $\endgroup$ Commented May 24, 2020 at 11:39

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