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For some reason, my model won't unwrap. I have uploaded the model here: http://www.pasteall.org/blend/37735

One thing that surprises me is that if I try to select a ring, the ring stops at a certain vertex:

enter image description here

I have extended the ring manually, then clicked "Mark Seam", then I selected the upper lid and the lower lid of the barrel and also clicked "Mark Seam" for each of them.

When I now click 'u' and then 'Unwrap', nothing happens. I have been able to unwrap other models, but not this one.

Does anybody see where I might have missed something? Blender does not show any error message, it just doesn't unwrap.

Thank you for the help.

Edit: I have uploaded a new model here to reflect the suggested changes: I removed all doubles, I applied rotation & scale, and I put the same in a location where Blender could select a whole ring automatically. But it still won't unwrap:

http://www.pasteall.org/blend/37739

Edit 2: Now here is a simpler model without the handles. It is really absolutely simple geometry (I think), but it still won't unwrap: http://www.pasteall.org/blend/37741

Could anybody have a look again? Thank you!

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    $\begingroup$ Select the whole mesh (A) before pressing U-->Unwrap. $\endgroup$ – Paul Gonet Aug 25 '15 at 20:19
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I think it is impossible to select the whole edge using Alt+RMB. It is a matter of geometry you've got there. What you can do is select the upper edge/vertex and then (while holding the Ctrl button) the bottom one. enter image description here

You may also select the upper vertex/edge, then (holding Shift) the bottom one and then go to Select-->Shortest Path. enter image description here

QUICK TIP: I figured out that your origin point is located outside the mesh. It is a good habit to keep it inside. Being in Edit Mode select the whole mesh (A), press Shift+S-->Cursor to Selected and then (being in Object Mode) Shift+Ctrl+Alt+C-->Origin to 3D Cursor to place an origin point inside a mesh.
enter image description here

Note: You'll probably have to delete the top and bottom ngons to make a proper unwrap. And make sure to remove the doubles (being in Edit mode select the whole mesh [A]), then press W-->Remove Doubles).

EDIT: I've unwrapped a mesh and the UV islands look like this: enter image description here

Here's the .blend to download: http://www.pasteall.org/blend/37742

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    $\begingroup$ Also he need to add seams on the small parts on the top of the mesh to unwrap properly $\endgroup$ – Denis Aug 25 '15 at 20:43
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    $\begingroup$ Apply the rotation and scale in object mode (CTRL + A). and mark the seam in edit mode and then unwrap. $\endgroup$ – gladys Aug 25 '15 at 21:07
  • $\begingroup$ @Gonzou I think I did everything as you suggest, but it still wouldn't unwrap. Does it work for you? $\endgroup$ – tmighty Aug 25 '15 at 21:32
  • $\begingroup$ @tmighty yeah, it works fine for me: gfycat.com/GiftedTintedIndochinesetiger Please wait a minute and I'll post a .blend with an unwrapped mesh for you. $\endgroup$ – Paul Gonet Aug 25 '15 at 22:04
  • $\begingroup$ Thank you. I am excited to see where you have inserted additional seams. Before you did that, it wouldn't work for you, too, or would it? And did you stumble over all my mistake as well when you were a beginner? $\endgroup$ – tmighty Aug 25 '15 at 22:52
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Sorry to answer my own question, but I have found the cause. I should have posted the entire screen.

enter image description here

When I clicked the button left from the "View" button the left bottom and changed it to "UV/Image Editor", the UV unwrap became visible right away, so I would think that the model was indeed unwrapped but not shown.

If anybody can explain this, I would of course accept his solution. Thank you!

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    $\begingroup$ Man, so that was your issue? I misunderstood your question a bit then :). Glad you've found a solution :). About the other question you have, please ask a separate one. $\endgroup$ – Paul Gonet Aug 25 '15 at 23:05
  • $\begingroup$ @Gonzou But I have learned a lot. Thank you. You have tweaked the UVs (i.stack.imgur.com/cOqbR.jpg) to be so "straight", right? There is no magic function that would do that automatically, right? $\endgroup$ – tmighty Aug 25 '15 at 23:14
  • $\begingroup$ @Gonzou I don't understand your seams logic on the handles yet. Did you just insert enough seams to separate the handles from the barrel? If yes, then I don't understand why you have additional seams on the handle (and not just on its outer limits). Ahhh, I think I see now. The additional seems is make more guide lines. Thank you so much!!! $\endgroup$ – tmighty Aug 25 '15 at 23:26
  • $\begingroup$ glad I helped :). Sorry but I can't answer all your questions here because the comments are not for extended discussion. We may chat about it. I placed the seams on the handles to separate them as the UV islands. I did it to avoid stretching (which may lead to texture deformations): pasteall.org/pic/92328 Remember, that whenever you got a new question- just ask it as a separate one. Regards :). $\endgroup$ – Paul Gonet Aug 26 '15 at 0:11
  • $\begingroup$ @PaulGonet im having problem with my uv wrap i have posted the question but i did not get the answer. Can u plz make me clear. Mr Zak answer but it not clear me perfectly. The image having the edge and also look blur. blender.stackexchange.com/questions/67249/… $\endgroup$ – atek Nov 17 '16 at 9:57
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maybe you have accidentally PINNED your vertices in UV Editor... unpin those vertices (select vertices, then ALT+P)

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