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I want to use boolean intersect, but after I did, it's uv is messed up.

This is the link for blender file: https://drive.google.com/open?id=0B2NonO-YN8ayQ3FDdDVEdXdrYTA

Look at this picture, you can see 6 rounded cylinders with 1 cylinder has 6 vertices.

enter image description here

Now I apply boolean intersect. Result looks fine.

enter image description here

But when I unwrap the mesh, uv is totally messed up.

enter image description here

It's twisted and distorted. How to I fix this?

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  • $\begingroup$ Well... You are using Boolean which makes tris/ngons and overall messed up topology and bad UV maps are result of it. $\endgroup$
    – cgslav
    Commented Aug 24, 2017 at 15:01
  • $\begingroup$ @LukeD Ok, then how do I solve it? $\endgroup$
    – modernator
    Commented Aug 24, 2017 at 15:36
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    $\begingroup$ Retopology would be a good idea. Check topologyguides.com for some good examples. $\endgroup$
    – cgslav
    Commented Aug 24, 2017 at 19:12
  • $\begingroup$ @LukeD Man, you saved me. I just remade without using boolean, and uv is now has good shape. I never thought that using boolean makes bad topology before mapping the uv. This experience quite help me to improve the skills. Thank you. $\endgroup$
    – modernator
    Commented Aug 25, 2017 at 2:52

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It's already passed 11 months, and what I understand for 11 months is boolean messing up topology and should be avoided as possible.

However sometimes it's really helpful to create really complicated geometry, and there are some ways to fix the messed geometry.

One way I worked was fill triangulated faces instead of NGON face, which NGON means the face that has 5 or more vertices, works fine in my case.

If the shape you want to create is possible to make without boolean, it's better to not using it, however if you really needed it, do carefully while treating the NGON faces that generated after boolean operation.

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