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5 votes

How can I make a distorted UV map rectangular?

It looks like your UV consists of Triangles instead of quads, try the command Tris to quads. For these kind of actions i use the UV Squares* Addon by Radivarig. In Github, just press Code and then Zip....
3 votes
Accepted

Laser etched logo in glass

I think there are a few ways you can achieve this. One way is to create a suitable mask from your base image (The one with the double D logo") using an RGB to BW node and a ColorRamp, and use ...
3 votes
Accepted

How to rotate object faces using UV coordinate displacement

Ok, I suppose that UV coordinates matches real object coordinates. So you should do these steps: Rotate UV coordinates in 3D space (that's done) Add original offset of each plane Clear existing ...
  • 30k
2 votes
Accepted

New Hair Curves: Getting color from emitter object?

Answer found: Use this surface_uv_coordinate attribute in the material. Note: this only works if you are using a newly made hair curves object. If you are using an old converted particle system, you ...
2 votes
Accepted

How do i map a texture to a curved path?

The "Follow Active Quads" need meshes conformed by quads faces, to unwrap this, first convert all faces to quads. Select all faces, press Ctrl+F key and select "Tris to Quads" ...
  • 1,026
2 votes
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How to 'fill' a mesh created from a sinle vertex correctly

Make sure your faces are properly marked as inside/outside. You can do this by going to Viewport Overlays > Face Orientation, and recalculate it by going to Edit Mode > Mesh > Normals > ...
1 vote

Copy UV maps to mesh

We have two objects with the same topology, but different UV maps. Both are named "UVMap" and there are no other UV maps on either object: We want to copy the UV map from one object to the ...
  • 17.8k
1 vote

How to join multiple object while the material with shader and uv stays the same?

You have 3 objects. The one called car breakdown has a material that uses the Generated output of the Texture Coordinate node. The one called car breakdown.027 has a Gradient Texture node, which by ...
  • 118k
1 vote
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Use face aspect ratios to unwrap UV ratio

If your image has not an aspect ratio of 1:1, the UV won't keep its proportions, unless you keep the Image Texture node (with the correct image loaded) selected when you unwrap. So select it and ...
  • 118k
1 vote
Accepted

Recover a UV from backup file (Import UV Layout)

A UV map is not something separate from a mesh; it is part of a mesh's data, just as integral and inseparable from that mesh as the position of a mesh's vertices. You don't want to think of a UV map ...
  • 17.8k
1 vote
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How to get UV layer data by layer name?

...
  • 8,307
1 vote
Accepted

Offset UV of Sprite Sheet per instance on axis

You can use UDIMs to do it. UDIM tiles are 1x1 unit UV squares that can hold separate individual images in each tile. Starting from the bottom left, they can have up to 10 tiles horizontally, after ...
  • 5,083
1 vote

How to texture paint this image onto a mirror object?

Once the modifier is applied, check the UV. UVs from the duplicated side will overlap the "initial" UVs.
  • 435
1 vote
Accepted

How to displace the surface of a sphere with an image avoiding seam in geometry nodes?

You're using a UVMap for your vector information source, which is in Face Corner domain. This means right at the seam, your values are doubled, because while the mesh has only one vertex there, two ...
  • 5,083
1 vote

UV Unwrap at 1:1 scale?

Technically, your UVs seem correctly unwrapped. The issue is the texture you are using isn't 1:1, it is narrower on the X axis. The UVs occupy all the texture space from 0:0 to 1:1 no matter the ...
  • 9,891
1 vote

Cannot clear seam from individual edges

While writing this up, I thought to check for any degenerate geometry that may have been produced while extruding the face. Sure enough, after applying Mesh > Clean Up > Degenerate Dissolve, I ...
  • 155
1 vote
Accepted

Mirrored UVs not fixed by inverting scale - how to fix

Select all these side faces in the 3D view, it will select them in the UV Editor: Then in the UV Editor press SX-1, it will mirror all these faces and fix your problem:
  • 118k
1 vote
Accepted

Getting Weird Normals after Importing from Mixamo

just unplug the normal map from the shader:
  • 44.4k

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