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2

Looks identical, but... UV on the second one is a mess-up! Why does it happen? Because objects are not identical. And even after I sort vertexes by Z axis, it still not perfect: How to fix that? Use Data transfer modifier. Before using it, I decided to reset origin by Context menu (W or RMB) ⇾ Set origin ⇾ Origin to geometry. This is a setting with best ...


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The models are not the same so the copy did not work. You can check it like this: select some faces on the original and see where they unwrapped to. And compare with the same faces selected on the copy. You can see these faces are scattered at random over the UVMap. It's as if all the faces were scrambled; the shape of the UVMap is the same, but which face ...


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In cycles you can enable UV pass in view layer settings: Using this layer, you can get a UV coords position of each point on render. Red color corresponds to U and Green - to V. So if you want to find a specific point on source image, get X and Y coordinates and get the color from formula: RGB(X\width, Y\height, 100%), then find the closest color in UV ...


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I haven't success with open your video, but it should be Correct Face Attributes option from your description:


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A quad is actually made of 2 tris in Blender. If you project an image as texture it will tend to deform this image. To avoid that just subdivide your plane until the deformation is not noticeable anymore.


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It appears the Texture you created was not a 'clean slate' for a normal map. I must be created with an RGB value of 0.5,0.5,1 and must be set to Non-Color before baking. The secondary issue with the broken normals sticking around is most likely that you're baking with that broken normal map. Blender's normal baker will calculate the Shader normals, not ...


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You could create your animations with curves in blender naturally, render them in 2D then use them as an animated texture. loading an mp4 in an image node automagically makes it a video: You could then either keyframe the offset of use a driver and keyframe an empty as shown in the picture Sadly Shader Nodes are quite complicated to get advanced math ...


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It looks like Blender is picky with loading UV Maps from .ply files. It seems that as of writing: Blender cannot import per-Wedge UV coordinates Blender can import per-Vertex UV coordinates The names of the UV coordinates in the PLY header must be called s and t They must not be called texture_u and texture_v, like Meshlab exports them. In such case, ...


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My sculpt was 9 million polygons, so it seems Substance didnt know what to do with it. Exported out at a lower resolution on the multires modifier and then baked the high poly back on seemed to work. Not sure what the poly limit is in Substance.


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I understand the original user was asking about a uv texture, but this was showing up under search results for me under procedural. Applying location, rotation, and scale (Ctrl + A) fixed my problem.


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UV-unwrapping contains the hidden surfaces of the object. This must be taken into account when doing local UV-unwrapping.


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You could model the wall decorations as separate objects, and then just parent them to the wall. As Daklinus said already, best practice would be to model them all as individual objects.


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If you want the ability to move the objects around the wall and maybe even use it in different walls, I would recommend keeping it as separate objects. If its a one-off building with no reusable assets, than you can make it as one object. I prefer the first way as it will give you a bunch of reusable assets.


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Perhaps UV > Project From View Bounds is what you need ? In Edit mode Select only your door. Go into Front Orthographic view. Open the UV drop-down menu and choose the Project From View (Bounds) option. The door image in the UV editor should now be mapped perfectly to your door mesh. If the door is too wide then select the door mesh and scale it in the ...


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I don't think this is possible using geometry nodes in Blender yet. It is probably possible in 3.0, but geometry nodes are going to have quite a lot of changes before it is released. It is, however, possible to do it with shader nodes in Blender 2.93, using this node setup:


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You need to turn it on, it's in the UV Editor > overlays > Modified edges


2

To expand my comment: Is there an object in your hierarchy that is hidden in the viewport (closed eye) but visible in the render? (white camera icon) If this is your case, please uncheck the camera button so that your object will not be visible in the final render. Always keep in mind that you can hide from the viewport and render separately. If this is not ...


3

Well I just figured it out, it took me some time to notice this mistake and I am not even sure how this thing was created.. but look at the top part of your UV: Do you see something strange? Look closer to that black spot at the top: If you take that small hidden UV and scale it over the old one: For some reason you had 2 UV maps, 1 for inside and 1 for ...


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Figured it out. For future askers, select the mutual edge you want to join on, and then use "Stitch" or alt+V to merge them.


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There are several ways to do this, and as far as I know, none of them are considered always better than the others. Each has advantages and disadvantages, so it tends to depend on what your eventual goal is. Here are my three favorites. Separate models. For example, import your PNG using the Images as Planes add-on. Place the image plane against the ...


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Set your model inside the bounds of the UV grid. Do the scaling with texture coordinates and mapping nodes in the material editor. But if you're not running a heavily optimized scene you can leave it outside the bounds of the UV.


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I had the same problem and this answer solved it. You can use the ping-pong node: The 'image mapping scroll' from Mr Zak's seems to have disappeared in newer Blender versions.


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If you want it to be believable/realistic, you should let the UV islands follow the wood grain so that it looks like two wooden boards: Model was separated for better visualization You did a good job unwrapping the model. Just forgot here the tiny edge to mark as a seam. In consequence, Blender couldn't make a straight UV island but a ring and this ...


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Have a look into the UI source code (RMB on the UV layers > Edit Source). There is a DATA_PT_uv_texture class in properties_data_mesh.py calling UILayout.template_list() to display the UV layers (line 438). In order to display the same list on a custom panel, just pass the actual mesh data C.object.data as me variable: col.template_list("...


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The don't "pop out of nowhere" - the problem is your mesh topology. See these vertices here, indicated in yellow: Those vertices make the large face into a nasty n-gon, and so Blender has to add extra geometry to render it. See for example this: Subdivision problem during modeling and Render shows geometry that isn't there. Normals? To fix it,...


4

If you enable the Face Orientation option from the Viewport Overlays drop-down you will see that the problem is that the Normals of the Left Elevator are facing the wrong way! Red indicating parts of the model where face normals are inverted, facing inwards. To fix this : in Edit mode select all of the Elevator and open the Mesh menu > Normals > ...


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Python script Select geometry of interest (A to select all) and run this script: import bpy, bmesh, json from bpy import context as C, data as D save_name = "uv_inset_data" if save_name in D.texts: raise ResourceWarning(f"text '{save_name}' already exists, perhaps you want to run the other script") save = D.texts.new(save_name) for ...


0

To do that you will need a material that is assigned to the object (road) after this you need to create the texture for the road and connect it to the material. Example: The texture: You have to create a simple image, even in Blender. Then you need to separate that image into 5 parts for the 5 colors. Then in the UV editor, you have to move the UV islands ...


1

There is an easy option to scale without it affecting the uv map: While in edit mode, go to 'Active Tool and Workspace Settings' > And activate 'Correct Face Attributes'.


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I've got something resembling a solution. I was able to get the faces to look somewhat the same shade/reflectiveness by rotating the 'normals'. To rotate the 'normals' of a face, first, go to edit mode, select a face, then from the dropdown go to Mesh->Normals-Rotate. Adjust with your cursor or type in a value. I couldn't get it to perfectly match, but it ...


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You need one UV coordinate for every corner of a polygon. Fill in an array with your UVs with something like: uvs = [] # Face 0 faces.append([0,1,2]) uvs += [ 0.0, 0.0, # UV for first corner (vertex 0) 1.0, 0.0, # UV for second corner (vertex 1) 1.0, 1.0, # UV for third corner (vertex 2) ] # Face 1 faces.append([2, 0, 3]) uvs += [ 0.0,...


2

Some distortions are caused by the Subdivision modifier. We can see this if we disable the Display modifier in edit mode option. In the Subdivision Modifier menu it helps if you change the UV Smooth type from Keep Boundaries to Keep Corners. You may also find that now if you UV > Unwrap the "leg" object again you will get better results if you ...


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Apparently it was UV_Tool addon. It also has neat smooth setting and straigten to equal distance. Here: https://blenderartists.org/t/addon-uv-tool/576877


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I think if you use the Clear Custom Split Normals option it will solve your problem, but I suggest you turn off the Auto Smooth option as well and clear the sharp edges (Select mesh edges > RMB > Clear Sharp).


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I had this problem today and I found a solution for my case:


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Huzzah! I fixed it. I exported as Open GL from Substance and plugged in the Material_Normal_OpenGL instead of the Material_Normal and it solved literally everything! Thanks for all your help! You can see the difference here:


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If you want use the textures that you already have, you could use the following node setup to "convert your normals to Open GL" by connecting a separate XYZ, invert the Y, combining the X, NEW Y and Z to the normal map node and this is a raw result with an HDRI (you need to tweek that to make it better). But remember that the best option is to ...


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When importing the cube model from SketchUp the 6 faces are not connected to each other, meaning instead of one vertex at each corner there are 3. This means that whether you have marked seams or not it will always unwrap as 6 separate UV islands. You mentioned that you did a clean-up so just checking to see that that also included using the merge tool to ...


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