i have troubles with unwrapping this part you see below. In my case blender disassembles areas surounded by a seam. I dont know why this happens. It seems like blender just doesnt care for the seams… I used “unwrap” for this.
Can someone help me in this case. My goal is to have the upper surface in one uv part - if possible - so that there will be no dirty transition between several areas. Why does blender disassemble my uv map in parts?
The purpose of seams is to show Blender where to split a UV map into parts. From your comments, it sounds like you think they’re for another purpose, but that’s not the case.
Your mesh would be easier to manage if it had a lower poly count and it would likely be easier to do a UV map as well.
So, I’d suggest you redo the mesh with as few polygons as possible, then mark seams and generate the UV map again. With fewer polygons, it’ll be far easier to see where the seams are working well.
Thx for your reply. I wanted blender to cut along the seams. But blender cuts where no seams are…
I saved a file before with mirror and subsurf modifier unapplied. With this it works well now. Maybe i messed something with the seams.!?
[ATTACH=CONFIG]206562[/ATTACH]
The whole uv map is now one single piece/isle.
Now i have a new question. The uv map has a little distortion. I want to write a text across the vehicle. Here is the result:
Always remember that what you are doing is putting a 2D pictures/image
on a 3 dimensional object so you have to flatten out the 3D object correctly
so I going to guess and say you need to re-unwrap that section of the model.
Just post a good close up of the UV editor and you unwrapped mesh and
someone here including myself can better help you.
Your attachment is invalid, so I’m going to guess…
It’s possible your islands aren’t fully detached from each other. For instance, look at the seams for the top of the object and make sure they all join up along the full length of the object, around the ends, etc.