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I used Ninja Ripper to get a mesh for a dress, but when I unwrapped it in blender, it chose to unwrap random faces of the mesh into their own separate islands. I tried putting seams along the edge of the dress to encourage the program not to do that, but it made no difference. What causes this to happen and how do I fix it?

dress mesh

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  • $\begingroup$ I can't put my finger on it, but something seems strange about the geometry (at least based what I can see in the picture). Any chance there are some duplicate faces, or sections where an outer face has been "pulled through" an inner face? $\endgroup$ – Christopher Bennett Jun 11 '20 at 5:19
  • $\begingroup$ could you please share your file? blend-exchange.giantcowfilms.com $\endgroup$ – moonboots Jun 11 '20 at 5:44
  • $\begingroup$ OK, I added the blend using blend-exchange. See below the picture. Also, I thought maybe I caused the problem because I had to flip the normals and set them to faces in order to be able to paint on it. However, when I tried unwrapping the original model that I ripped, it had the exact same issue. Is there a simple way to check for and fix duplicate faces or outer faces being pulled through inner faces, or is that something I would have to do manually face by face? $\endgroup$ – FreakazoidRobot Jun 12 '20 at 22:44
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The mesh had disconnected vertices. (For anybody who is interested, it looks like Ninja Ripper simply doesn't connect vertices that go along seams, which is why I was able to get a UV unwrap like the image above with no seams. However, it doesn't find seams perfectly, so you wind up with some faces not attached to anything in the UV editor).

I solved the problem by going to the edit layout, selecting the entire mesh, and using "vertices->merge->merge by distance" to bind all the loose vertices together. Then I manually recreated the seams where I knew they should go.

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