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Can't add Thickness to UV Sphere with Solidify

Your object is carrying a scale transform, assigned in Object Mode: .. which is executed on the object (the 'vehicle' of your mesh,) after the mesh has been manipulated in Edit Mode, and subsequently ...
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1 vote

Collapse Edge and preserve UVs

Enable the Transform Correct Face Attributes option, then select the edges and press X > Collapse Edges and Faces:
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2 votes

How to fix image texture distortion

Is it just that the geometry has changed without a corresponding change in UV? .. which would mean you just have to re-map, whichever way suits your workflow best.
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3 votes

Should you straighten UVs even when it causes stretching?

UV mapping is used to display 2d textures on a 3d surfaces - that's all there is to it. There are absolutely no rules here. You can do whatever you want however you want as long as it gives you your ...
4 votes
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Apply two different-sized UV maps in one shader

You can either scale one unique UV map, like this: Or create two UV maps, scaled differently:
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0 votes

How can I make my procedurally generated texture follow a curve in Blender?

Instead of doing it with the Generated or Object output (which won't take the blade shape into account) you could try with the UV output, if you twist the UV faces it will allow you to twist the ...
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0 votes

I'm trying to join two meshes but the textures break even when i rename the uv maps to be the same

I suppose textures uses a default UV like this: In this case there is only single UV can be default on the model. So you need to replace this node by this one, there you can define that UV map you ...
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0 votes

Disable smoothing of UVMap coordinates between 1.0 and 0.0 (at seams)

I've got it working, here's the result I needed: And here's the node setup: Not sure how exactly "Sample nearest surface" works, but it gives the result I need.
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is there a way to mirror traditionally painted textures?

if you really want both sides of the character to be exactly mirrored versions of each other you can just use the mirror modifier and paint on one side of your mesh only. By default the mirror ...
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Experience in using a small color range from Image Texture using ColorRamp

You're almost there. Just throw in a Separate Color node, crunch the Color Ramp stops a lot and use the resulting map as Bump Height:
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Mirror UV Mapping

After wasting a good amount of time on this exact issue, I've found a good solution; one that does not effect multi-res, vertex groups, shape keys, or anything else of the sort, as it works entirely ...
1 vote

Geometry nodes Simulate project from view for UV map

I don't know if this will do. but it's a match for the UV Project modifier given a single orthoghraphic projector: It inverts the relative transform of the provided 'Projector' object, gives that ...
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Can't select whole UV mesh in UV editor

Check the inside of your mesh. Either you have a face inside the mesh or they're multiple vertices in one spot. Select all and press M > Merge By Distance. Unwrap mesh again. If there is a face ...
1 vote

texturing - uv maps - seams - why did it unwrap this way?

You've made a face inside the mesh, turn on display normals and look for the face inside the mesh and delete it, select mesh again and unwrap it
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UV project on object without the projection on the back of it

UV project basically makes a flattened version of your mesh from the camera's perspective. If you do not want the back parts of your mesh to feature that texture, you have to select these part and ...
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1 vote
Accepted

Why is my texture distorted on my spiral staircaise?

A face is made of 2 triangles, if you unwrap with the Follow Active Quads option, the UV faces will be deformed compared to the original faces, and it will stretch slightly these 2 inner triangles, ...
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0 votes

Geometry Nodes - Image Texturing doesn't extrude in normal vector

Further to @Gordon's answer.. you may want your displacement to be mapped in UV space (rather than the default Position, or Object space). But his point that the (Float) texture should scale (Vector) ...
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1 vote

Geometry Nodes - Image Texturing doesn't extrude in normal vector

If you want to displace the mesh in normal direction, you need to provide the normal information in the nodetree. You can simply do this by adding a Normal node and plugging it into the Offset of the ...
1 vote
Accepted

How to group/join/merge overlapping UV islands

Select the faces you want to be overlapped, set a view in which they overlap (front orthographic in your example) and press U > Project from view. In the UV editor select all and press P to Pin ...
0 votes
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Straight UV island but stretched checker texture. How to solve?

As your UV is stretched it will also stretch the inner triangles that make your quad: To fix that, subdivide your mesh until the inner triangulations become unnoticeable:
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Distorted texture blender

You can use the Follow Active Quads method: Select the back or the front of your t-shirt, select a face in your UV, square it manually or with the UV Squares addon: Keep this face selected so that it'...
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2 votes
Accepted

Building UVs without applying the mirror modifier

I think I ran into a similar issue with UV's for my projects, and I used UV warps to offset my uv's procedurally as needed. One possibility is: Plan to have all your uv's start on the center line (0....
1 vote
Accepted

Making texture paint only stay in the selected faces - with no bleeding

In the brush options, choose a Bleed value of 0:
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0 votes

Building UVs without applying the mirror modifier

Unwrap the object while the mirror modifier is on, do your UV work naturally, fully covering the 1:1 space. Move the Slider of the "U" coordinate to 100%, so all mirrored islands from half ...
0 votes

How to move obj's uv map to another obj?(same shape but different vertices)

Make sure the vertex count is exactly the same as the source object, otherwise the transfer wont be possible, each vertex has an index number, the operator uses that to know how the data should be ...
0 votes

Rotate UV by specific angle e.g. 30deg in Python script in backgroud mode

It may be possible if you select the screen. It is not a smart way... It is valid only for the selected surface. ...
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2 votes

Building UVs without applying the mirror modifier

If you don't mind overlapping UVs then you can use the mirror modifier without applying it, each side of the model will simply share the same UVs. If you want both sides of the mesh's UVs to not ...
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1 vote
Accepted

Is this possible to see seams from Collada imported object?

Than you import collada file: Select all points and press M -> By distance. It will merdge together all hard edges. then open up uv editor, select all points and click UV -> Seams from islands....
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0 votes

Geometry nodes: Morph between two meshes with UV

If you morph your mesh correctly, there's no additional step needed to morph UV. Yes, if your two meshes are unwrapped differently, you would need somehow to switch between the two, but any ...
2 votes

How to copy UV coordinates between similarly-shaped surfaces?

You can use a data transfer modifier to copy UV from one mesh to another. There are a variety of mapping options; "nearest face interpolated" is probably the best for your purposes: Don't ...
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1 vote

UV Map not displaying vertices

As Moonboots suggested, go to edit mode, select all the faces you want the wireframe to be displayed, then switch to texture paint mode. Check also if your overlays are active.
1 vote
Accepted

Use random uv on instances - geometry nodes

It seems likely in your case that it would be more economical, and simpler, not to realize the instances in the GN tree?.. If so, at its simplest,you can store the index as a named attribute on ...
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6 votes
Accepted

How do you make a material that rotates around a focal point, like a pie chart?

Try this node setup. You can write #frame in the Value node field to make it keep up with the current frame (when animating): That's just the basics of the "waves" converging at the center ...
0 votes

How to imprint logo into STL

To answer you first question: When you importing STL hit , on numpad (key next to 0) or if you dont have numpad hit tilda key above TAB and chose ...
1 vote
Accepted

How to segment exported UV textures to be different colors?

I had to use screenshots, so I can't comment, please don't downvote if it doesn't solver your problem entirely. Use CTRL+ TAB to switch between modes Go into edit mode and select all faces that are ...
0 votes

what is the best way to UV unrawp this model

Select the outer and inner faces, choose the front view and unwrap with the Cylinder Projection option, scale the UVs on Y, the 2 UVs are overlapping but you can select each one in the 3D view and ...
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