The short answer is good news: This doesn't matter, because all of this kind of stuff won't really affect UV unwrapping or texturing, and you can go back and change it later if you need to. You might start to run into problems if you have a non-uniform scale, so it's best to apply a scale before UV-unwrapping. Blender will give you a warning if this is the ...
Two bake solutions.
Bake from the original object
A solution can be baking the model from this answer on to a copy of the mesh.
To do that:
From the original mesh, enter edit mode and unwrap it (the way you want, smart UV project will do).
In object mode duplicate the object, so that both original and copy will have a UV map which will be needed to bake ...
It's generally very unusual to have a non-square UV map, and it's also pretty unusual to have a UV map that isn't based on powers of two. I don't know how you've come up with those numbers but you're almost certainly best off sticking to 128x128 if that's the rough size of texture you're looking at.
The non-square UV map is the reason you're having this ...
So you don't want the top and the back to be disconnected from the front, right?
In that case, clear the seams from these two edges I painted blue:
You can do so by doing in Edit mode: Right click + Clear Seam. Then, unwrap the UVs again.
Notice how this model looks if I mark the top edges as Seam:
And notice how it looks by clearing the seam:
When you ...
I am not sure, but having multiple verticies may be the problem. Merge them Alt + M and then see what the results are.
Some other things to consider are what your edge flow is like at those positions. If there are no edge creases or loop cuts, then the subdivision modifier may round your objects at those locations. With lighting, normals etc, this may be ...
There are multiple choices of texture spaces you can use in Blender.
If you decided to use Object space instead of the UV space, you would have some control over it in the Object Data Properties panel in the Properties Editor:
However with UVs typical thing to do to control the scale of the texture would be to use a Vector Mapping node in the material as ...
Just in case this makes a difference, forgive me if I've missed the point..
'Follow Active Quads' refers to active quads in UV space.
Here's an object that produces non-orthogonal UVs when unwrapped cylindrically:
(The cylindrical projection is view-dependent, you want the poles aligned to screen Y and the equator along screen X)
The quad at the bottom ...
Assuming you are using the Eevee renderer.
Go to Properties Editor > Render Properties tab and check Screen Space Reflections as well as Refraction. It brings a glass look to your material.
With Glass object selected go to Shader Editor > Properties panel N switch to Options tab and check Screen Space Refraction.
This enables other objects visible behind ...
Your handle isn't entirely cut from the mug.
There are seams on only three edges, one is still connected.
Disable the Subdivision modifier to see the edges better.
This is one of many ways to unwrap a mug handle.
Notice the seams separating it from the rest of the mug
It looks like part of your mesh isn't unwrapped and the subdivision modifier streches that part out.
But maybe the newly created geometry is dragged around your entire UV Map similar to this:
In that case try separating part of your leaf using P and then joining both objects again by selecting both in Object Mode and pressing CTRL + J
3D software needs to interpret faces with 3 or 4 vertices. Everything else is called n-gon. In this case you have an n-gon with around 26 vertices. Select this face, hit x, delete just this face. than select two vertices in corners (drawing), press F to create edges between them, than fill everything out. With 3 faces this should be solved. You can also try ...
It depends on the model you have as well as the UV deployment method you have chosen, and where you have marked your seams.
The following is documentation on the general workflow of UV unwrap and its use in industry https://conceptartempire.com/uv-mapping-unwrapping/
Here is a blender tutorial on how UV works https://www.youtube.com/watch?v=Y7M-B6xnaEM
The Checker texture is actually 3D - it divides the texture space into cubes.
There are actually 2 things going on here:
Your tree is missing the nodes illustrated below:
In Blender, a procedural texture-space will default to 'Generated' if texture coordinates are not explicitly provided. Generated space is measured (0-1, min->max) along the ...
Welcome to the Blender SE forums :)
You have three materials mapped to same UV space, so before you bake you need to tell Blender to bake each of those materials to the same image. (3 materials all baked to the same image).
To do that ......
1: In the UV editor Create a new image to bake to. In the screenshots below I named this image 3 material bake. ...
There are a few things that could be causing this.
First, backface culling
That happens because the inside of the mesh are backfaces and somewhere, (in the object data panel or in the materials panel in the properties menu) there is a checkbox for backface culling that is set to true. If you turn it off, then the backs of the faces will no longer show ...
First you would want to separate the zig-zag part from the bag, select the edge using Alt-Click that you want to cut like in the picture.
Then you can press V and move your mouse upward to rip the edge loop off.
Then you can select the vertical edge loops using Alt-Click in a pattern: select 3, not select 1 (It doesn't have to be 3 and 1 but I ...
I'm guessing the reason you have this problem is that:
The original object named Plane in the outliner has been scaled up by 5 from its original size.
The UV's of this Plane needs to be rotated by 90°.
The quickest way to fix this is to work with the Empty
Select the Empty.
Scale it up by a factor of 5. ( S 5 Enter )
Rotate along Z axis 90°. ( R Z 90° ...
I did exactly the same thing you did, exported the UVs from the Suzanne.
Though i did export it twice with once default opacity 0.25 and once with it set to 1 as you use in the script.
The code is taken from the Scripting Tab bottom left window. Here we can see as in the picture below, the default 0.25 function framed red(default value is optional and does ...
To enable textures in object mode (can skip if you're working in Eevvee Rendered mode or LookDev) :
To enable the texture to appear, click use nodes, then click on the little circle next to the color to select your open image:
Hope that helps.
First you want to unwrap your pot, which you said you already have.
Next you want to make sure that you either have sufficient subdivisions or add a subd modifier at the top of the stack so the displacement modifier has enough geo to actually displace.
Add the displace modifier, go to the Texture Properties tab and select Image or Movie as the Type and load ...
We really should compile a trouble shoot of all the answers in one place, the problem was my model was not completely symmetrical. Instead of allowing me to paint, the paint function just gets turned off all together, you have to turn symmetry off in my case.
Seams are a very real part of most clothing items.
The main thing wrong with your UV's is their alignment.
Basically you need to add seams where they would be on a similar real world piece of clothing. I added vertical seam from under the armpits to the waist.
Unwrap and rotate the UV islands so that they are correctly aligned with the texture. Then ...
You have your texture paint slots set to Single Image mode, so the only image that corresponds to paint is the base body image. The palderons image texture is solid brown, and if you change to Material mode then you can paint to the separate texture images.
You need to turn off UV Sync Selection (upper left corner of UV editing window).
When turned on it behaves in Shared vertex mode i.e. it selects UVs that share a mesh vertex, even if they are in different UV locations.
A vertex exists in five-dimensional space, with coordinates (x,y,z,u,v), so while two vertices may share coordinates in 3D space, they can still be in different places in UV space.
Every time you create a UV seam, or have two different shading groups (flat shading), under the hood you are splitting those vertices along the seam into multiple vertices. It's ...
Found out how to do it through this forum. https://blenderartists.org/t/uvwarp-not-mapping-correctly-with-lego-mouth-annimation/1118084/3 When imported the image into the file, I scaled it up and then set the scale back to 1. This caused the issue. However, when trying to fix it, I imported the image again and did not adjust the scale. Now it's working.
The Blender Internal (BI) render engine is no longer a part of Blender since the 2.80 release, which means that this specific panel no longer exists. However Cycles and Eevee both have a node-based material system that lets you configure the same properties. Switch to the Shading workspace or open the Shader Editor in one of the areas.
"I can't think of a way to get rid of the last seam."
Using a seamless texture : With the Walls UV island (single vertical seam) left-hand corner snapped to X=0 Y=0 in the UV space and the right-hand lower corner perfectly aligned to X=1, then scale from X=0 Y=0 by a whole number the "last seam" will be seamless.
I try to explain with screenshots :
As @3fingeredfrog pointed out, use Project from view.
This will guarantee uniform scale of your texture.
Go to front orthographic view
Select faces and use UV > Project From View
Switch to left/right orthographic view, and repeat.
To keep the UV maps in proportion, scale them all at once.