I modified an existing model by removing unwanted vertices, then selecting surrounding vertices and creating faces one triangle at a time (By pressing 'F').

On UV unwrapping the mesh, the faces which were added by me seem to stretch from the very bottom left of the map, shown below.

UV map of faces added by me starts on bottom left then stretches.

How do I create a face so it appears on the UV map as expected?


1 Answer 1


This kind of distortion often happens when you modify the mesh that has been unwrapped. You can try to unwrap once again after modification, or pin the vertices of islands you want to stay in the same position and then unwrap. In UV/Image Editor window select all the vertices except the distorted one and press P. enter image description here

Now select the whole mesh (A) in a 3D View window and unwrap it. Being in UV/Image Editor window unpin all using ALT+P shortcut. The modified vertices should come back to their places. enter image description here

  • $\begingroup$ Here is what happened on my side when I followed those steps: i.imgur.com/BKlX6vJ.gif $\endgroup$ Jan 17, 2015 at 18:10
  • $\begingroup$ After a pinning step, select the whole mesh with 'A' and then unwrap. $\endgroup$
    – Paul Gonet
    Jan 17, 2015 at 18:19
  • $\begingroup$ That is what I did, you can see this on the left side of that gif. $\endgroup$ Jan 17, 2015 at 18:25
  • $\begingroup$ When I look at your .gif I see that the vertex/vertices in the down left corner of a UV/Image Editor window is/are not selected. Press 'A' in the UV/Image Editor window and then unwrap. $\endgroup$
    – Paul Gonet
    Jan 17, 2015 at 18:29
  • 1
    $\begingroup$ When I unwrap without pinning it looks like an asteroid burning in the atmosphere (everything is decreased and clusteres off-center, with a trail of stretched triangles). I guess Blender just doesn't like me. Thank you for all your help. $\endgroup$ Jan 17, 2015 at 19:50

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