Extra vertexes has been created while UV unwrapping an object.
I deleted any extra vertex or edges before uv mapping. It was a clean object. At first I thought it was because of “live unwrapping”. But even after disabling it those vertexes was still created.
As you can see those vertexes create some problem while applying any texture. This happened mainly after I manually “mark seaming” some edges. It is a very simple object [low poly wall]. I did easily fix those. But it’ll be a very big problem when unwrapping a complex object.
Can anyone give me solution of this???
April 7, 2021, 7:52am
This looks like you have double faces,from extrusions or whatever.
Nah. There was no double faces. I checked everything before uv unrapping. I even “merged by distance” every vertexes. Those vertexes came only after edge marking seam. Before that there were no sign of them.
April 7, 2021, 8:03am
I guess you wanted to make a support loop at the edges?.There is a good chance that “merged by distance” does not work for lose edges,if the radius is to small to get the vertecies from the loop.
No. There is no support edge loop. It is a low poly object. Kind of like a box.
April 7, 2021, 8:07am
ok can you upload a blend file with only that object,so we can look at?
I already fixed all the vertexes. I just wanted to know why it’s happening & how to fix this problem for future. But u r welcome to look at the blend file.
It’s just a simple low poly wall.
Wall.blend (2.3 MB)
Here is the blend file.
April 7, 2021, 8:21am
First you dont have applyed the scale to your object.In object mode CTRL + a then scale.
Then you have overseen to mark a edge this cause this unwrap “error”.and maybe you want to mark seam the other 3 vertical edges from this cube part.
Actually I stitched those two faces manually…for the seamless texturing.
Do I have to apply scale before uv mapping?? I applied the rotation & scale after uv unwrapping.
April 7, 2021, 8:27am
Ofc allways before.
Here i added the meantioned seams and unwraped it.
I see.I placed the seams like i would do,to keep it one “face side” and the 3 sides together.
Yeah…good thinking. Nice mapping btw. UV mapping is always a pain in the *** 2 me.
I like the later one more.