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enter image description here

As you can see from the image above, this UV is composed by 4 subparts, 4 rectangles. Each of them has exactly the same vertex number and the topology quite equal compared to the others so I could make them to perfectly overlap one over the other. Is there a way-out to do this automatically instead of repositioning all these vertexes one by one?

Here the file blend

Thank you!

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    $\begingroup$ Possible duplicate of Is there a way to overlay two similar UV islands with identical vertex count? $\endgroup$ – Ray Mairlot Oct 8 '16 at 12:25
  • $\begingroup$ It's not only a question of vertex count but still of topology; my 4 parts have quite the same shape and topology. @RayMairlot . . . there is no way to achieve my goal? The question you linked is releted but not too much in my honestly opinion. It seems a more general question and problem. Am I delirious or my point has a valid reason? $\endgroup$ – Fuboski Oct 8 '16 at 12:32
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    $\begingroup$ Fuboski, your unwrapped islands look very similar. Could you rescale them so they're close enough and then apply the Remove Doubles as mentioned in the answer to the question that @RayMairlot linked? $\endgroup$ – Rich Sedman Oct 8 '16 at 13:17
  • $\begingroup$ I'll try now and i'll give you the result $\endgroup$ – Fuboski Oct 8 '16 at 13:20
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Your 3D object looks like each arm is shaped irregular, meaning that the edge lengths won't be the same, meaning that the UVMap cannot be the same, if you want a map without stretching. However, if you just want each point to be identical, you can indeed achieve this by unwrapping in a strict order.

First, select one of the corner faces (remember which one!) on one of the four islands, and press L when the mouse cursor is over the matching island. Choose Seams as the limiting factor. Then, reset the UVMap. This will take each quad and set the UV coordinates to (0,0), (0,1), (1,0) and (1,1), no matter what the shape in 3D is.

Next, use Follow Active Quads as the unwrapping method. The active quad is still the one which was selected first, and its current UV position serves as the starting point for the follow active quad unwrap.

unwrap first step

Next, select the corresponding face and island from the three other shells. I'm marking them in the GIF here before I unwrap the rest. This is important so the orientation of the resulting UV Map is identical to the others. The four resulting UV islands will have completely identical vertex positions, but, as stated initially, stretching for sure.

unwrap part 2

If stretching is not desired, all you can do is match up the boundaries of your map by snapping vertices. Snapping to vertices also works for scaling, as you can see in this little GIF here:

UV scaling

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