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I have an issue with the texturing / UV wrapping of my UGC/model.

So First I made the links, used the array, then I made a Bezzier Circle Curved it.

I Smart UV Unwrap, then I Took the Islands and moved them to go on top of the Texture. Whenever I did this it ended up warping all the textures, whenever I move the Island it splits the texture. (displayed in the first picture.

This is my first time marking seams so im not completely sure on if i marked it in the right place or not.

How can I manage to have them all lined up to create a clean UV Map without warping the texture. If anyone has any tips or workflow ideas to circumvent this issue, or a whole idea how to avoid it that would be great. Thank you, im willing to do anything at this point.

this is where i marked my seams this is what the texture looks like here is the UV unwrap

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  • $\begingroup$ blend-exchange.com Can you share the blender file so I only need the mesh for that part?Then someone may be able to answer more specifically. $\endgroup$
    – mml
    Commented May 28 at 3:44
  • $\begingroup$ i added the blend file to the original post. $\endgroup$
    – Lora
    Commented May 28 at 4:11
  • $\begingroup$ it happens because they are twisted from their original shape, it makes the inner triangulation appear $\endgroup$
    – moonboots
    Commented May 28 at 4:27
  • $\begingroup$ @moonboots how do i properly morph the object without distorting the UV map/texture? $\endgroup$
    – Lora
    Commented May 28 at 4:31
  • $\begingroup$ You can subdivide it, it will increase the number of faces though $\endgroup$
    – moonboots
    Commented May 28 at 4:33

2 Answers 2

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I've looked at your file. when I went to the UVediting mode it seems like only part of your mesh is unwraped and the others are just broken and shrinked.

enter image description here

to fix this first go to [Edit mode] -select all of the mesh by pressing 'A' then 'p' -> 'Separate by loose parts'

I see that this was made by 'array' so what you are going to do is just Unwrap only one of the things you want to texture and Copy the UVMap to the others.

enter image description here

I have separated and Unwrapped the Two Chain parts.

enter image description here

Now just select the same parts you want to texture. But always Select the Unwrapped Object LAST.

Press Ctrl+L -> Copy UVMaps

enter image description here

Hope this helps :)

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  • $\begingroup$ thank you so much!!! that really helped! $\endgroup$
    – Lora
    Commented May 28 at 5:15
  • $\begingroup$ @Lora if the answer is correct, mark it as such ;) $\endgroup$
    – moonboots
    Commented May 28 at 5:27
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The easiest way is to use a smart UV project. However, there are a few things you need to do to prepare. The following is what you need to do.

1, APPLY the rotation and scale of the object.

enter image description here]

enter image description here]

If this is not done, distortion will occur when the UV map is expanded.

2、Do ten smart UV projects.

enter image description here]

Even if you don't have a seam, this will easily expand the object. If it's a complex object, it won't spread sometimes, Install TEXTOOL from the add-on site, Check for overlap. enter image description here]

If there is overlap, separate the mesh with a UV map.

If this is not done, strange streaks will form when baking.

enter image description here]

If you want to create gaps automatically, you can create them in the Smart UV project options.

enter image description here]

You can create the gap later with pack island.

3, Generate a test image to check the distortion. (last).

enter image description here]

You can prepare your own image for this as well, TeXTOOL is a convenient way to do this.

enter image description here]

TexTools can be downloaded from the following link.

https://github.com/franMarz/TexTools-Blender

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