Problem With UV mapping

Well hello there to all in the community. I actually just happen to learn about this lovely site in my searches while learning blender. I am still fairly new, though I’m learning blender pretty quickly.

Anyways, on to my issue. I have started making meshes for a project me and a friend are starting up. The UV for a larger mesh i been working on the last 5-6 days is all but complete. Except for one small part. Literally only 1-2 faces seem to be an issue, and I’m not sure how to fix it. I’ve spent an entire day doing several work around methods and nothing is working. It has been driving me towards insanity because I want to move past this mesh, however, this is holding me back due to this one small error. Here is a picture of it.


Everything else on all my other objects in my .blend file have been textured to my liking. This stained glass is also pretty much perfectly aligned all up and down this object. Except for this one little part. Nothing I’ve tried to do has fixed it. I would greatly appreciate any help/advice from anyone with more experience.

Also, I’ve attached an altered .blend file for refrence. I just deleted all the other objects from my file except the stained glass, and made a dummy error file.

ErrorExample01.blend (555 KB)

Thanks in advance to anyone who assists me. :slight_smile:

What issues are you seeing ?
The blend file supplied has a mesh with many duplicate vertices and faces with zero area.
Actually look at the mesh you have made and clean it up.



I’m not sure how they were even created. There shouldn’t be any sort of doubles to begin with. None of my other meshes have this issue. Apparently just this one. Any tips on how to find and eliminate all of these, as I’m relatively new. So some insight and advice would be lovely.

In the meantime I’ll be looking up how to do it myself. Though a reply would still be appreciated.

EDIT: I looked it up and found out how to remove doubles. Though the texture of the top of my mesh is still slightly slanted as shown in that picture above. Not sure what to do beyond this. I spent a good deal of time trying to google around and look for info. However, nothing so far has given me a full solution.

Removing doubles might not cure the issue anyway.

It’s not intended to sound harsh. But the truth is, it does need not only cleaning up but a better unwrap. Currently the proportions of the object ,relative to the uvs, are not matching.

Essentially the faces in the unwrap should almost match the layout of the faces in the model as much as possible. It’s better to fit the texture to the model rather than trying to do it the other way around. But if you are doing that, then it should be reflected in the uvs.

I did an edit of the Blend. With a suggested unwrap. But it may not match your texture source. I don’t know, because you didn’t pack the image. Sometimes it’s best to restart a model that’s gone astray. Particularly if it’s not massively complex. Which is what I did. I cleaned up one side, and deleted the other. Then mirrored and rebuilt the window between them. Then unwrapped.

Rogue faces like the ones mentioned can often be the byproduct of extruding, and then not moving the new edges. It happens. And it can easily go unnoticed. Occasionally it’s the result of edges being turned in an unwanted direction on import from another program.

Attachments

StainedGlassEdit.blend (478 KB)

Hmm, thanks for the feedback Macser. Though the mesh I posted was one that was made a second time. I guess I’ll have to go back and do it once more.

Nothing wrong with more practice. There’s no hard, fast rules when it comes to unwrapping. You can arrange the shells in any number of ways. I think the important thing is the end result and how easily you can work with it. Sometimes you can get away without flattening the Uvs too much. Especially if you’re going to paint directly onto the model. But if you’re involving an image editor it might be more useful to get the faces as flat as you can. If that requires more seams to acccomplish, then that’s what you need to do.

Baking is probably one area where it takes a little more thought and care. But that’s another discussion. :slight_smile: