0
$\begingroup$

I will use an easy example to focus my problem.

I have a cylinder, with this unwrap below. I scaled and moved the islands in the UV layout in order to optimize my UVs.

Right now, I don't want to modify my Uvs' island more . . . Suppose island's position and scale are perfect for my purposes. They have just to stay there.

enter image description here

Here's the problem: I can't export my cylinder with this topology (problem of my engine) then I have to fix my mesh in this way:

enter image description here

I didn't touch any mark seams during the process.

My question is: is there a command or a path in order to refresh the UV map? I would like to "refresh" the UV map with the new topology for the top and bottom face of cylinder without doing again the unwrap and scale-move my island.

P.S. I don't want to move again my UVs' islands because I already created the texture (with the first UV) and I'm afraid of not bieng able to match all perfectly with a new unwrap.

Thank you!

$\endgroup$
  • $\begingroup$ How did you convert Ngon to trianglle fan ? If with Poke Faces then there shouldn't be any need to fix UV map, the poked faces will be there. $\endgroup$ – Mr Zak Oct 21 '16 at 13:02
  • $\begingroup$ I delete the big face (delete only the face) - select the edges around - extrude them - Alt M - Merge in Center $\endgroup$ – Fuboski Oct 21 '16 at 13:05
  • 1
    $\begingroup$ In cases like this it's better to avoid deleting any geometry because it means no way to update UV map without unwrapping once more.. However you can unwrap only one face. Or pin everything you don't want to touch and unwrap. Related - blender.stackexchange.com/questions/26791/… $\endgroup$ – Mr Zak Oct 21 '16 at 13:15
  • $\begingroup$ That's wonderful !! I'll try using pin. If i unwrap a single face, with all the rest "pinned" do you think the face will be unwrap in the same inital position of the older uv map? Like in the example of the cylinder: how could be the workflow? @Mr Zak if you upload an answer will be awesome! $\endgroup$ – Fuboski Oct 21 '16 at 13:25
1
$\begingroup$

In this example you have 2 options. One is to poke face, which will divide it without distorting UV map and second is to pin vertices of the UV map, do what you need to do with the face and unwrap everything again without moving UV map. Here is how it's done: enter image description here

$\endgroup$
  • $\begingroup$ Perfect this is the workflow @Mr Zan was talking about! Tahnk you so much!! $\endgroup$ – Fuboski Oct 21 '16 at 13:26

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.