Hello, I stumbled on a “simple” problem where I need help. So I unwrapped rings of a sphere (image below).
Problem is that the ring is not rotated correctly. Although I can rotate with [R] I have no indicator how much I need to rotate so it is aligned straight to the image borders. In this case some 1,78…° degrees or whatever. I don’t know. If I use [Ctrl] to snap it takes the existing rotation as a base and therefore it’s useless to correct the rotation. Strangely, the ring above is unwrapped correctly.
Question 1: So how can I rotate this island properly?
Question 2: Even if I could rotate correctly, the individual faces of the same island are still kinda distorted in a way they are not the same size (although they are on the sphere). How can I fix this?
Question 3: Is it possible to unwrap the ring in a way so it’s displayed as a lengthy block, e.g. like that?
That was very helpful, thanks! Last time, I did something wrong and got a weird result, therefore dismissed this function. But this works perfectly and now I understand what it does.
Though still it’s distorted and wrongly rotated. Ok with [Ctrl+P] it automatically aligns it 90° then I can rotate without issues. But still the faces are distorted in their size. DO I need to manually move each vertex ?
(Forgive if these are beginner questions, but the tutorials I did only covered the basics of unwrapping)
So the sides from the sphere are displayed, but not satisfyingly enough, meaning there is still an incline and small distortions on some faces on unwrap. How to fix that?
I could manually grab each vertex and position them correctly - while this works - it’s cumbersome, once the model gets more complex. Isn’t there a more convenient method, or why can’t blender unwrap the thing correctly?
I could fix the above issue by just rotating the thing WITHOUT using the [Ctrl] Snap-Feature. Blender has small snapping incremental angular snaps anyways, and it one of the minor degrees made it look correctly. Eh… kinda confusing… don’t know if it solved everything, but this and the fact that you need to Apply the scale and reset the previous UV should be remembered.
Also very important to note is, that you should only rotate ONCE. You can only reach the perfectly aligned 90° if you start from the initial rotation. If you rotate a little, then stop, then rotate again - you won’t reach the preferred angle anymore!
EDIT: I just found out that my sphere wasn’t symmetrical although directly made from Add->Mesh->Sphere. I must have unconsciously moved a single vertex somewhen which distorted a part - though hardly visible on the first look. Damn… so much wasted time!
EDIT2: still the blender UV unwrapper seems kinda crap… sorry to say. Things still come out distorted although they shouldn’t be. A pain in the ass.
Question 1: So how can I rotate this island properly?
I just had this problem and found the fix and wanted to share it in case anyone need it.
Make sure to disable the “Round to Pixels” option in the UV menu in the UV Editor.
If it’s enabled, Blender is snapping the vertices to the Pixels of the texture according to the given Texture Resolution