Part of my UVmap has been done by cylindrical projection. To the right of one UV island, there is a part which sticks out and belongs to the left side.
I’d switch to face select mode, drag the overhanging faces to approximately the right position and then use snapping to nearest vertex to line up exactly.
Can I just point something out. cutting it off and adding it to the other side may not be whats needed, it does look like it lines up with whats below it, however its upside down. if you go through the process of cutting it off and re attaching it, it may be wrong.
perhaps create a uv grid and see if its the right way around first. it may just need a seam adding or mirroring.
To avoid dragging matching vertices of adjacent faces, when you select the faces to move, either have sticky selection disabled or have UV and edit mode selections synced. It didn’t occur to me to mention that previously, since I normally have the syncing on anyway.
I created cylinder, cut the height in half, than unwrapped it using “Cylinder from View.” And I got exactly the same thing! It must be a bug. I did get a clean unwrap from front or side view using simple “Unwrap.”
Ok I got it. When you do “Cylinder from View” and if circumferential vertexes falls exactly on axis, and view from on axis, Blender do this split thing.
First off, with “Cylinder from View” option, you don’t need to tell where to split the cylinder to unwrap. In fact if you try to force it to unwrap from added seam, Blender will simply ignore it! It automatically unwraps from other side of where you are looking from; some where in the middle of other side.
When cylinder vertex fall right on major axis and viewed right on axis the split seam falls right on zero. And that is when Blender has problem deciding whether the vertical axis belongs to +0 or –0 side.
If you rotate your cylinder just a little so that vertexes don’t fall right on axis, every thing works just fine.
Ah - that’s it. Now I can move the vertices across as I want and weld them to the other side. Thanks Matthew.
ridix - yes, that’s the way with cylindrical (wonder if they can make it more consistent though?). Good info, and disabling sticky selection as MCollett said allows for manual correction.
In some older versions, when you went into face select mode in the UV window, you could automatically shuffle stuff around, but they changed it for some reason.