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I would try laying out the UVs more organically, than just laying it out in quads. Since they are not displayed on the model that way in the end, I think it's giving it the appearance of being stretched around like that. Could also be that since you've drawn in the corners on the UV map, that is it simply replicating those corners in your texture. So I would ...


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You need to switch to UV editor to see your UV Map. You're currently in Image editor.


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You are currently in Image editor which is kinda similar to uv editor but isn't the same thing see on the top below title bar you see some workspaces , like layout , modelling , there is one workspace known as uv editing , there if you have a look at your uv's , you will realize that they are already there but you were looking for them somewhere else


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Snapping Or if they are the same size - by using the Texel Density Checker Addon https://gumroad.com/l/CEIOR


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Setup your image(s) however you would like before modifying anything else in a new clean .blend file. Press Ctrl+U to save the modified start-up file as the new default, and the images (along with any other changes, materials, objects, etc.) will be present going forward. If you decide to go back to the default configuration, then you can Load Factory ...


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Steps for creating the below image: take the default cube add a subdivision surface modifier set to simple, with 7 levels add a displacement modifier and choose your image texture, adjust strength so it doesnt displace it too much. The actual engraving gets done with the displace, where you select Image Texture, and then use whatever image you want. ...


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Texture Textures give you the pattern. This can be an image or a computer generated pattern. It can have colors or it can be black/white. It just simple pattern without any additional information. It doesn't know how rough the surface is. It doesn't know if it's metallic or not. It doesn't know if it emits light or lets it pass through. Just plain picture. ...


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You can do it before the unwrap: Select the ring of your object, then select one of its face to make it active, and unwrap with the Follow Active Quads option (you may need to unwrap > Reset before): If you've already unwrapped you can still make your ring a straight line in the UV Editor with the help of the UV Squares addon (which must be in Blender by ...


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To get a perfectly straight strip, select 2 points on one side of a section of your unwrapped ring (preferably one that already has 2 "flat" edges - such as the one at the top). Set your transform pivot point to "Active element". Scale the 2 points to 0 on whatever axis you are using (I used X) to make the points straight in line on this ...


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Search for 'UV' rather than 'Export' in the addons:


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You probably need to change from solid mode to Viewport shading or Render. To do this you just need to go to the top right corner and click one of the circles


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In the header of the uv editor you can set the pivot point to your 2d cursor and then place it on one of the right vertices; scaling on the x axis should give you the stretch effect you're looking for


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Yes that is your problem and you can fix it by selecting the stray edge in Edge mode and dissolving it by pressing x and by selecting Dissolve Edges. Next use knife tool k and draw the missing edges. Accept the cut by pressing Enter. Last select the newly created vertices and move them to better location by double pressing g and sliding them closer to the ...


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You need to: Unwrap again, your islands are probably overlapping, choose the Smart UV Project option with a bit of Island Margin (0.03). Put a bit of bleeding in the N panel > Tool > Options so that the paint correctly covers the islands. Your image is currently 1024 pixels large, depending on what kind of shots you want to do it might be a bit too ...


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Thanks Nathan, your comment gave me the courage to dig deeper. Eventually, I found 2 issues. Because the wood surface was actually generated as the ground when I used 'Setup Tracking Scene', it was set as 'Shadow catcher' in the Visibility section of the object properties. When I added the cylinder, I added it to the 'background' collection, which was ...


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It seems like you have only opened the image in image editor but you haven't given your material the image texture. You can give your material image texture by clicking the yellow dot next to Base color and by choosing Image Texture. Next press Open and find your image.


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Thanks so much for this!!! I figured it out going from DAZ to BLENDER to SUBSTANCE PAINTER. It worked. Key was getting it to go in to blender as a single object, instead of multiples. So that when in was in the Shading window, i only had one option. Other attempts yield the bad results where i could only generate one texture. Using blender 2.90 and ...


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I think you are almost there, just unwrap with the Follow Active Quads option (select all in Edit mode then reselect one of the faces to make this face active) and rotate the UV map in the UV Editor:


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I'm pretty sure the mesh is the one rotating, and you should make the actual mesh before texturing. Your texture is good, but maybe make your mesh in the UV Unwrap smaller so that the lines appear bigger.


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He's using 2.8, He must have used a cylinder to make his handle, by default cylinders are already correctly unwrapped in 2.8, as shown in the video, it's not the case in 2.7. The best thing you can do I guess is to choose a front orthographic view, unwrap with the Cylinder Projection option, then select the top and bottom circles, simply unwrap. Now scale ...


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I have developed a workaround exactly for this (I also use meshroom by the way). Before you fix the topology with Dyntopo, create a backup of your mesh. When you are finished painting in the polygons, you can rebake the color information from the original mesh to the Dyntopo'd one.


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I believe it is no-can-do. I dont believe u can do it in blender given that the uv editing window works like image view window. i Guess what u wanna achieve is that ur uv looks like the top view ? And based on the uv, You probably unwrapped it from the view. If so, on the right 3D Viewport, change ur view to top and unwrap it from the view again should suit ...


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in Edit mode select all vertices and Unwrap as Cube Projection go to UV Editor and Scale the UV a bit up go to Shader Editor and for Image node - change Repeat to Clip Note: in this case I didn't use Texture Coordinates node since UV is used by default and Mapping node since positioning is controlled by UV Map Unity Im not experienced with Unity, so there ...


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I came up with a way to use the faces of scale 0.


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You can get there with vertex snapping. Use Face select mode, and center the first rectangle Enable Vertex snapping > Closest and snap the second rectangle Center the second rectangle


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This seems to be a fixed bug (T80623 https://developer.blender.org/T80623) already on the list for potential candidate 2.90.1 https://developer.blender.org/T80396 As a workaround you can use the mirror-modifier and apply it.


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A face is always composed of 2 triangles, the oblique goes in a sense or in the other: so if you give your face an image texture then deform the face by moving its vertices, the result may be unexpected deformations like this: You have several solutions like creating directly the final quad shape instead of deforming a square face, or subdivide enough your ...


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Too bad it doesn't work in blender 2.9. I'd like to use this thing. edit: trying change this: bpy.context.scene.objects.active = obj to this: bpy.context.view_layer.objects.active = obj edit: yes, 2.9 tested edit: The output of this script creates one UV layout for all objects - it's not good for me, I want each object to have its own uv layout (for ...


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Here we need three things: Find the 2d cursor position Check the mode we are in before processing the UV coordinates Use the UV layer to find UV coordinates For each face, once UV coordinates are found, calculate their center and offset the coordinates by the difference from the cursor. Note that if no UV editor opened, won't find the cursor and does ...


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So, I solved this. first you unwrap your model in the uvmap then take the whole thing and shrink the map down. Highlight certain parts of the body to figure out where the piece is on the uv map. Then, select all on the model. go to where that part is on the UV map. B select it then shift click any pieces you may have picked up from other body parts. drag it ...


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As @Jachym Michal said.. You can add a number prefix before each UV map (like 1. Graphics, 2. Imperfections, 3. Dirt) and then sort them by name. That way you can easily change the order anytime


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Just to clarify @Ember's answer above, in "Object Mode", if you select your object "Properties" Panel > "Object Data Properties" (it looks like a green triangle) > expand "UV Maps", you can get rid of any excess UV Maps by hitting the minus signs When you're done, you'll probably have a single UV Map for each ...


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I'm not sure you can have a straight line with the current topology, what you could do in the UV Editor is rip the 2 horizontal rows, rotate them 90° and stick them to the vertical. Or you can change your topology, going from that: to that: then select all, select an active face, press U > Reset, then U again and > Follow Active Quads, and it will ...


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I assume that you don't really want the emissions shader. At the moment the ColorRamp node doesn't really help the emission shader. The ColorRamp node only outputs black color everywhere because it has no input and the Fac is set to 0.645 where the color is black. Therefore the emission shader only outputs black. I also assume that you don't want the Mapping ...


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If on a spherical mesh, you can start with a cube (rotate its UV to fit your map), then add: Subdivision modifier with "simple" algorithm (we don't want to smooth but just to give more geometry for the cast below) Cast to sphere modifier


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@Gorgious 's answer, because of the implicit conversion of color > scalar, compares the luminance of the colors (using the higher tree below). It selects the colors in the middle B/W band in the illustration, when compared to the mid-green: Although, as he shows, this works perfectly adequately, for accuracy, you may want to compare the 3D distance ...


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You're absolutely right for GEs you want to keep the seam count als low as possible It's a bit hard to tell from that angle, but The one with the arrow, you can definetly remove. The one with the circle, I guess there you can save yourself some seams. Just think of the jpg as a piece of paper, if it's possible to cut and then wrap the paper around your ...


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Let's say you have half a sphere: go to orthongraphic top view (Numpad 7, and Numpad 5 to togle orhto or perspective) select all faces, press U, to unwrap, and select Project from view (bounds) The bounds option means that blender fit the UV map to fit the bounds of the UV image. Note that this will only work without distortion if the image used for UV ...


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@FrederickSteinmetz was right. I exported all objects to a single .obj file in which the currently selected UV map of the 'scarf' object was included. The render instead used an UV Map Node to refer to another UV map. To resolve the issue I selected the correct map with (Select object -> Object data -> UV maps; Blender 2.80


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for now it is one solution http://nikitron.cc.ua/sverch/html/nodes/surface/blend_surface.html but we need sewing node, that will do it between zero-space between surfaces. https://gist.github.com/23349d01c4df05934ef8833d92d27629 try this gist as example


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You should loop cut (Ctrl+R) or edge slide (G+G) first And then, there'll be some options. Then, check the Correct UVs After the modal tool is run the Loop Cut and Slide Options. These options are available in the Adjust Last Operation panel. https://docs.blender.org/manual/en/latest/modeling/meshes/tools/loop.html https://docs.blender.org/manual/en/...


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This is a procedural texture (not an Image?) If so, it will default to using the Generated texture space. The Generated space measures 0-1 along the sides of an object's bounding box. However (I think inconsistently?), if an object is arrayed, the space takes its scale from the bounding box of a single element. When the Array modifier is applied, suddenly 0-...


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Your unwrap was probably bad, you must have had faces overlapping in your UVmap, I've redone it: Select the whole mesh in Edit mode, switch to Face Select mode, select one last face to make it active, press U (Unwrap) > Follow Active Quads: Paint:


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It is not that hard to overwrite the function provide by the module itself (it is still in Python scope): import io_mesh_uv_layout from io_mesh_uv_layout.export_uv_png import * def new_export(filepath, face_data, colors, width, height, opacity): offscreen = gpu.types.GPUOffScreen(width, height) offscreen.bind() try: bgl.glClearColor(0.0,...


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If black background is good enough you could import the created image and remove the alpha channel. select_obj(some_obj) bpy.ops.object.mode_set(mode="EDIT") bpy.ops.mesh.select_all(action='TOGGLE') bpy.ops.mesh.select_all(action='TOGGLE') # how to set background color of this image? bpy.ops.uv.export_layout(filepath='uv_layout.png', size=(1024, ...


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There are issues with the vertices in your models. First, I would recommend Removing Doubles and Recalculating Normals. Select all vertices, merge vertices by distance (M > By Distance or Right-Click > Merge Vertices > By Distance), and recalculate normals (F3 > "Recalculate Normals") If that didn't work, try Clearing Custom Split ...


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No add-on required - It's under the "Active Tool and Workspace Settings" tab: Bear in mind, you need to be in edit mode for these options to appear - they are not present from object mode (see below). However applying these settings to one object (in edit mode), applies it to all objects in the scene.


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Personally I find Blender's default UV tools rather sad and lacking, especially coming from Modo. However, if you have $20 to spare, UV Toolkit (https://blendermarket.com/products/uv-toolkit) gets you pretty close to most major apps. It also has "select similar islands," which is exactly what you are looking for.


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This is cause by your material's blend mode. You have 2 options: In Material settings uncheck Show Backface Change Blend mode to Opaque (this will fully disable transparency)


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Is this something you are looking for? Conifer trees - shader Conifer trees - mesh - 3DM Snow add-on Deciduous tree - mesh - select one top face, Select Similar > Normal (Shift+G), Separate > Selected (Ctrl+P), add modifiers Solidify, Remesh, Subsurf, Remesh, Solidify


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