New to blender. UV problem after editing model

I have a model I am trying to change. I add a few faces and unwrap the new faces in the UV editor and get them so they look correct. But now the model looks “shiny” and if I import into Unity the texture on the model looks “warped”. I have watched a ton of videos on how to do the UV unwrapping. But I can’t seem to get past this problem.

After adding facing and UV mapping

Well… for once the quads you added do have somekind of “not aligning texture”… also… it’s all flat so why add in the first place ??? Also Unitu uses tris only so it might be some different triangulation as you have in blender…

( Additioanlly might just have add smooth shadeded faces ??)

You have a ton of what looks to be unnecessary tris on your model, and you probably don’t have any sort of autosmoothing applied. That, alongside the fact that you need to drive your roughness values up on the shader, will explain the shininess.

Also, the better way to unwrap a rectangular object (at least in my opinion) would be like this:

You’ll still have seams, but you’ll have more of the surfaces on the object tiling contiguously.

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The original model is flat. I am trying to add a back and sides to it.
I did not create the original model.
Just want to add sides and a back.
Soon as I add anything to it, it becomes shiny.
It is not shiny before I add any faces.

Original

I don’t have the option of changing the unwrap as it needs to correlate(match up) with the other assets in the pack. That being said I have tried unwrapping and modifying seams in different ways but nothing gets rid of the shiny.

Soon as I extrude or create a new face that is all it takes for the model to become shiny.

Here is the blend file. I just need to know why when I try to extrude or add a face the model becomes “shiny”.

This is rather a problem with your normals than really shininess. In your case this is caused by custom split normals.

To fix it, simply remove them. In the properties panel at the right side theres the “Data” Tab and in there under Geometry Data you can delete custom split normals.

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That looks like it may have fixed it.
Thanks a lot.
Excuse my ignorance but why would those have been there?
What do they do?

They are a customization feature, normally they are computed based on the faces direction. Custom split normals are an override to that , so that you can “manually” change them . My guess is, most likely you didnt model it in blender, but imported it. That way most people accidently get them.

Thanks for helping out and explaining it to me.
You saved me a lot of time/frustration.

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