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I am making a low poly ship wheel that has bulbous parts in the handle. I was making the UV and I noticed that the UV sphere part was not working well. I marked seams at the top and bottom of the sphere and the sides but there was still distortion bisect sphere

Then I tried cutting the sphere into slices like an orange and that gave better results

enter image description here

The issue with this method is that the texture will be very chopped up in substance painter. This is how the UV looks enter image description here

So is there a way to link the UV islands better or different seam placement?

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  • $\begingroup$ What does it give if you choose the front view and unwrap with the Cylinder Projection option? Or mark a vertical seam, unwrap and use the To Grid by Shape button of the UV Squares addon to make the UV square. You'll need to scale the UV though $\endgroup$
    – moonboots
    May 26, 2023 at 8:30
  • $\begingroup$ The cylinder projection UV made me feel a bit ill. the poor checker texture was completely abused. I will look into this UV squares addon $\endgroup$ May 26, 2023 at 8:39
  • $\begingroup$ You need to be in front and orthographic view when you choose Cylinder Projection, or tweak the parameters in the Operator Box $\endgroup$
    – moonboots
    May 26, 2023 at 8:52
  • $\begingroup$ yes I was in front view $\endgroup$ May 26, 2023 at 8:53
  • $\begingroup$ In the UV Squares addon try also the To Square Grid option. That said you'll always have some stretching problem that you'll need to fix afterwards $\endgroup$
    – moonboots
    May 26, 2023 at 8:59

1 Answer 1

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Select your whole mesh in Edit mode, shift select a face that is square, press U > Follow Active Quads, it will align the UV on the selected face, if it's square the whole UV will be perpendicular:

enter image description here

Result in the UV Editor:

enter image description here

How the texture is projected on the surface:

enter image description here

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