Cube projection mesh being split apart

Hi there,

I’m looking for help with an issue with the cube projection in Blender. I’m using it as it keeps the scales the same across the board so I have no difference in texture density across models and objects. I realise there are better ways but this is also for speed and other reasons out of my control.

The issue is when using cube projection it splits the mesh up into separate faces even though they are welded together in edit mode. The texture displays fine here but I need the faces together as it’s causing issues when importing into Unreal Engine as it doesn’t like the split faces. 3ds Max doesn’t cube project like this so I’d be surprised if there is no way around this in Blender?

The first example is a wall which looks like this:

Then cube projection does this:

Instead of this (Project from view, which keeps every face welded):

Second example is a door:

Cube projection:
http://i.imgur.com/I9Wc7bL.jpg

Smart UV project, which keeps every face welded:

I hope someone has encountered this issue before and is able to help me somehow! :slight_smile:

Cheers,
Rossco

If project from view and smart UV give you exactly what you want then why not use them ?

I’m using it as it keeps the scales the same across the board so I have no difference in texture density across models and objects

How does UV unwrapping with this projection option know about the scales of other objects ? You sound as though you are talking about cube projection mapping which doesn’t use UVs in the way you are trying to use them.

I don’t want to use them as they don’t use the correct scale. They just rescale UVs to fit in the UV window where cube projection mapping always uses the same scale.

I am creating a lot of models and props and want texture density to be identical across them all so I can swap and change many 1024x1024 materials without having to adjust scale, repeats or UV sizes. Cube projection mapping allows this as it defaults to 2mx2m for the UV window space which makes the mapping process extremely quick compared to scaling everything manually with the other methods.

The only issue is the split faces as shown above though which is causing problems when importing to Unreal.