Blender not paying attention to one of my seams

Hi. I’m pretty new to blender (and even newer to UV mapping), so maybe I’m just missing something.

I have a ring of faces with a seam on one of the inner edges. Basically I planned on this ring to stretch out into a manageable line… but it’s ignoring the seam that would cause it to do this. Here is a screenshot: http://img214.imageshack.us/img214/1654/blenderwtfds8.png

If I grab one of the verts in question in the UV window and drag it around, there are no verts underneath. So it would seam (get it? :confused:) that it was in fact not cut there…

Any ideas? My .blend file is attached if anyone wants to take a look.

(FYI: If you check my .blend, the base of the well is long for a reason… it’s for a game and it’s long in case the well needs to be placed on a hillside/slope.)

Attachments

well2.blend (159 KB)

Yeah it’s strange! I tried with your blend and the same thing happens to me. I tried making my own blend in case it was corrupted or something but the same thing…

Thanks for checking it out.

Anyone else have any ideas?

I’d keep the well top as a ring. If you flatten it out you will end up with lots of distortion.

Yeah i would keep that as a ring too but the case is that it doesn’t do what is expected to do.

The seam allows the UV unwrapping to split the faces. It will only actually split them if doing so reduces the distortion of the UV mapping, but since this ring of faces is completely flat, it can already be UV mapped with no distortion at all. As far as the unwrapping algorithm is concerned, it has done a ‘perfect’ job on these faces.

If you want the top ring stretched into a straight line, you could try removing the seam between it and either of the vertical cylinders. Pin the cylinder, unwrap, and in UV the top ring should be stretched along the edge of the cylinder; you’ll have to do some final straightening by hand.

Best wishes,
Matthew