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I marked seams on this mesh. One side looks like this:

enter image description here

From the other side, there is also a seam on the short edge:

enter image description here

No seams on the bottom. I can easily imagine cutting this with a knife and laying it flat was it made of paper, yet blender cannot figure it out. I am getting a message:

Unwrap could not solve any island(s), edge seams may need to be added

I also tried to add seams on all outer edges, again no effect:

enter image description here

So in the end I tried to split the model to have each face separately and guess what? Still the same error.

enter image description here

People were not kidding when they said Blender is impossible to use for new users.

So what is missing? And does this really have to be done manually when I just want to map a seamless texture?

The model in open scad looks like this:

// width and depth of the transformer base (it's a square)
baseSize = 10;
// height of the transformer base
baseHeight = 2;
cube([baseSize, baseSize, baseHeight]);

And here's a ASCI STL "render" of the model that can be imported to Blender:

solid STL generated by MeshLab
  facet normal -0.000000e+00  0.000000e+00  1.000000e+00
    outer loop
      vertex   0.000000e+00  1.000000e+01  2.000000e+00
      vertex   1.000000e+01  0.000000e+00  2.000000e+00
      vertex   1.000000e+01  1.000000e+01  2.000000e+00
    endloop
  endfacet
  facet normal  0.000000e+00  0.000000e+00  1.000000e+00
    outer loop
      vertex   1.000000e+01  0.000000e+00  2.000000e+00
      vertex   0.000000e+00  1.000000e+01  2.000000e+00
      vertex   0.000000e+00  0.000000e+00  2.000000e+00
    endloop
  endfacet
  facet normal  0.000000e+00  0.000000e+00 -1.000000e+00
    outer loop
      vertex   0.000000e+00  0.000000e+00  0.000000e+00
      vertex   1.000000e+01  1.000000e+01  0.000000e+00
      vertex   1.000000e+01  0.000000e+00  0.000000e+00
    endloop
  endfacet
  facet normal -0.000000e+00  0.000000e+00 -1.000000e+00
    outer loop
      vertex   1.000000e+01  1.000000e+01  0.000000e+00
      vertex   0.000000e+00  0.000000e+00  0.000000e+00
      vertex   0.000000e+00  1.000000e+01  0.000000e+00
    endloop
  endfacet
  facet normal  0.000000e+00 -1.000000e+00  0.000000e+00
    outer loop
      vertex   0.000000e+00  0.000000e+00  0.000000e+00
      vertex   1.000000e+01  0.000000e+00  2.000000e+00
      vertex   0.000000e+00  0.000000e+00  2.000000e+00
    endloop
  endfacet
  facet normal  0.000000e+00 -1.000000e+00 -0.000000e+00
    outer loop
      vertex   1.000000e+01  0.000000e+00  2.000000e+00
      vertex   0.000000e+00  0.000000e+00  0.000000e+00
      vertex   1.000000e+01  0.000000e+00  0.000000e+00
    endloop
  endfacet
  facet normal  1.000000e+00 -0.000000e+00  0.000000e+00
    outer loop
      vertex   1.000000e+01  0.000000e+00  2.000000e+00
      vertex   1.000000e+01  1.000000e+01  0.000000e+00
      vertex   1.000000e+01  1.000000e+01  2.000000e+00
    endloop
  endfacet
  facet normal  1.000000e+00  0.000000e+00  0.000000e+00
    outer loop
      vertex   1.000000e+01  1.000000e+01  0.000000e+00
      vertex   1.000000e+01  0.000000e+00  2.000000e+00
      vertex   1.000000e+01  0.000000e+00  0.000000e+00
    endloop
  endfacet
  facet normal  0.000000e+00  1.000000e+00 -0.000000e+00
    outer loop
      vertex   1.000000e+01  1.000000e+01  0.000000e+00
      vertex   0.000000e+00  1.000000e+01  2.000000e+00
      vertex   1.000000e+01  1.000000e+01  2.000000e+00
    endloop
  endfacet
  facet normal  0.000000e+00  1.000000e+00  0.000000e+00
    outer loop
      vertex   0.000000e+00  1.000000e+01  2.000000e+00
      vertex   1.000000e+01  1.000000e+01  0.000000e+00
      vertex   0.000000e+00  1.000000e+01  0.000000e+00
    endloop
  endfacet
  facet normal -1.000000e+00  0.000000e+00  0.000000e+00
    outer loop
      vertex   0.000000e+00  0.000000e+00  0.000000e+00
      vertex   0.000000e+00  1.000000e+01  2.000000e+00
      vertex   0.000000e+00  1.000000e+01  0.000000e+00
    endloop
  endfacet
  facet normal -1.000000e+00 -0.000000e+00  0.000000e+00
    outer loop
      vertex   0.000000e+00  1.000000e+01  2.000000e+00
      vertex   0.000000e+00  0.000000e+00  0.000000e+00
      vertex   0.000000e+00  0.000000e+00  2.000000e+00
    endloop
  endfacet
endsolid vcg
$\endgroup$
5
  • $\begingroup$ hello could you please share your file? $\endgroup$
    – moonboots
    Nov 4, 2021 at 19:45
  • $\begingroup$ is there a reason why the mesh is triangulated? Have you checked it for duplicated vertices? (blender.stackexchange.com/a/139736/107598) $\endgroup$
    – Blunder
    Nov 4, 2021 at 20:26
  • $\begingroup$ @Blunder It is generated as such from OpenSCAD. It's a part of larger set of meshes. Checking for duplicate vertices is a good idea. I did "Merge by distance" and dragged the distance all the way until it broke the model then back, but no vertices were removed, so there are no duplicates. $\endgroup$ Nov 4, 2021 at 20:40
  • $\begingroup$ @moonboots I have added both the openscad source and the STL in ASCII format, since I don't know where to upload the binary model. $\endgroup$ Nov 4, 2021 at 20:50
  • $\begingroup$ When I imported STL model and Marked Seams, Unwrap works for me ... also without seams Smart Unwrap or Projection from View unwrap works for me ... I used official 2.93 ... can you share your .blend via blend-exchange.com (given code copy paste into your Question via edit). $\endgroup$
    – vklidu
    Nov 4, 2021 at 21:42

1 Answer 1

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Chipping in late as this post is the top hit on Google when I searched for a solution to a similar problem.

In my case, I needed to select all the vertices in the model before selecting unwrap. Having no points (or a random subset) can result in the unhelpful error message 'unwrap could not solve any island(s)'. Vertex selection would explain why it works for vkludu and not OP.

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