I have an .obj that was exported by someone using Marvelous Designer (MD), and the UVs are a mess. I’m trying to get it re-made and exported without the problems I’m about to describe, but in the meantime I’d like to figure out how to fix it on my end in Blender.
For those not familiar, MD is a cloth simulating program designed to be intuitive from a “tailoring” perspective. For instance, if you need a coat for a character, you would patch it together in MD using the sewing patterns and 2d shapes of a regular coat before simulating the cloth to create the actual object/animation of the coat. In terms of UVs, this can be incredibly handy because the shapes you’re sewing together (just flat pieces of cloth) are exported as the UV map. This removes the need to worry about any UV unwrapping weirdness with complex geometry, wrinkles, etc.
Unfortunately, it’s given me something that I can’t really use effectively. The object I’m working with is composed of about a dozen different shapes, all of which are correct but overlapping (looks like the center of every individual shape is in the exact same spot) when I look at them in Blender’s UV Editing workspace. It’s also enormous. I can’t zoom out far enough to see even a quarter of it all, and when I load a 1k texture onto a material for this object, it looks like a dot at the center of the UV map. I’ve watched several guides on UVs, and aside from making my brain melt a little (this is an area that still makes almost no sense to me beyond the simple concept of the map being 3d shapes stretched on a 2d canvas that can serve as kind of a stencil for texturing), they didn’t give me much to work with. Most of the questions/answers I find here have been more about unwrapping or generating UVs from meshes that don’t have any yet. It’s possible I’m just searching for the wrong terms - any chance someone could point me in the right direction here?