How do you add a 2nd UVMap with no UV's added to it by default?

Hello, trying to use two different textures/materials on a single mesh. I want to use a FaceUVMap that only has unwrapped UV’s for the face so that keyframing them with AnimAll is more efficient.

My default UVMap for the body looks like this.


When I try to add a second UVMap to contain only the face vertices it comes in like this, with the vertices of the entire mesh already on the map.


I want to either find a way to remove these, or create a clean UVMap from scratch. (selecting my mesh and resetting the UV’s also results in this state for the FaceUV map)

Any thoughts?

UV map always contains the coordinates for everything. What the layout looks like is up to you.

Thanks, good to know.

So if I’d like to have a UV Map for just the face I’d have to make the face a separate mesh. Is there any way to do that without messing up the normals at the seam?

It would have to be a separate object. As separate mesh it would still have coordinates for every mesh the object has. Either way, it’s possible to hide the disconnect by adjusting the normals and that can be done by copying them from a clean mesh with data transfer modifier. Applying the modifier stores the normals in custom split normals data, the controls for those are in object data properties, under the uv map list.

Haven’t used AnimAll addon much so don’t know why the effort. Usually separate material is the easiest way to use a texture on just some of the faces, that doesn’t require adjusting UV’s.

Second way is to have another map and have the usable layout for the wanted faces and then either mask the extra ones with texture alpha, or have those outside UV area and clip them in texture settings.

Cool, appreciate the help :slight_smile: