when I separate a mesh (by Selection), I get a texture distortion as in the images below. Same happens when I use "Duplicate" or "Split"

Overall goal is to transfer an additional UV map onto parts of the mesh, Data Transfer Modifier doesn't yield great results in this matter so I need to separate the mesh to get the same topology...

Any way I can prevent the texture distortion? When I hide the selected polygons, more than the selection is hidden, so this might be the issue here

Initial mesh Separate by Selection

  • $\begingroup$ Little update: After separating by selection, the total verts count will increase. The main mesh will have more verts after the separation that it should have had... $\endgroup$ Commented Sep 10, 2022 at 20:04
  • $\begingroup$ do you mean that the shading is changing if you separate one mesh in two separate meshes? $\endgroup$
    – moonboots
    Commented Sep 10, 2022 at 20:30
  • $\begingroup$ Shading must be it! UVs remain the exact same (checked it). But when I try "Shade Smooth", the distortion still exists... Any ideas on how to align the shading back to normal? $\endgroup$ Commented Sep 10, 2022 at 20:47
  • $\begingroup$ Another update: Faces are not connected! When I pull on any vertex, all four connected faces move along. When I pull the vertex on the seam (where both meshes have been joined), only 2 faces move along and create a crease (easy speaking: so that I can look inside the mesh)). This explains why I have more verts after joining, I have duplicate ones. How can I combine/link/merge them? $\endgroup$ Commented Sep 10, 2022 at 20:57
  • $\begingroup$ I' m not sure to understand, if you've split the edges, the shading won't work, but you can correct that with a Data Transfer modifier so that it gets the same shading as if the edges were not split $\endgroup$
    – moonboots
    Commented Sep 10, 2022 at 21:19

1 Answer 1


Answer found in this thread: https://blender.stackexchange.com/a/76707/152716

BoolTool won't work with Shapekeys, but Knife Tool works just fine. How to in Blender 3.2:

  • Join the meshes with Ctrl+J
  • In Edit Mode, select all faces of the inferior object (the one previously separated from the main mesh)
  • Ctrl+F and choose Intersect (Knife)
  • Expand the little popup menu in the bottom left corner and change Source to Self Intersect

Works like a charm!


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