I ran into a problem with UV maps. Did some mistakes and now the UVs are messed. They are weirdly connected and I’m not sure how to fix them. What can I do about it? I could also provide the model if a closer look is needed. Thank you
Screenshot:
I ran into a problem with UV maps. Did some mistakes and now the UVs are messed. They are weirdly connected and I’m not sure how to fix them. What can I do about it? I could also provide the model if a closer look is needed. Thank you
Screenshot:
Hey @Squered , welcome to BA if you’re not happy with your current Uv maps, you’ll need to unwrap them again. In Edit Mode, press U to access the UV Unwrap menu. There’s no way to recover your old UV map configuration (unless you have it saved in a different file), but it looks like you had a very simple unwrap originally that will take only seconds to redo
Hey, but there are only a few point on the map that went bad. Is there really no way to correct them?
Well… UV unwrapping is a destructive operation, so no, you can’t, but you might be able to move those points by hand in the UV editor back where you want them. Technically you could do all UV unwrapping by hand, one vertex at a time, but it’s way faster to just re-unwrap. But yeah, you can try manually fixing those points, it’ll just take a while
can’t see exactly what is going on from this image without seeing the uv layout, but my guess is you have vertices bridging your UV islands, and you need to add seams to the island edges to pull them apart.
there is kind of a workflow where you can define your uv islands with seams, select each island and pin it in the uv editor, then re-run the unwrap and it should pull apart those bridged edges while keeping the rest of your uv layout.
edit: actually looking at the texture distortion, it seems like its the same pixel repeating, which just means you likely have 2 adjacent edges on top of each other in the uv editor and they just need to be spread out?
If distortions are not very big you can try uv relax tool:
As long as texture distortions are not very noticeable on model you can actually be very loose with uvs. Especially if texture is something without geometric patterns and straight lines like bark.
Yeah that might be helpful. Thought so first as well and I guess they kind of are at the same coordinates, but they are connected. Not sure what made them to be. At some point they changed into this. I’ve had issues with cleaning the the mesh. Maybe something along the line broke them.
With overlapping islands like that, the UV relax tool won’t help much. It looks like you’ve added and deleted geometry after the UV map was made, which means you’ll have to manually place all the vertices of all the affected faces and their neighbors. You really will be better off just unwrapping again, it’s annoying sure but it will save time in the end
Ok, thanks anyway. Decimating gone wrong a bit. But I do know better ways to do that now.