UV editing

I am trying to map this front hoodie panel to the texture on the left. However when trying to get the faces to relax with the relax brush it is not releasing all the way ( I came from blender 2 with the relax shortcut). Because of this the front of the words on the right dont have the arch like on the image I am mapping. Any ideas for what I could do to make this “easier”?

It’s a pretty dense mesh which isn’t helping.

Normally you would UV Map the retopo version.

Other than that you need to assign more seams to open up the UV more like an atlas or balloon.

But as this technique will show seams on the image you might want to separate the logo and projection paint it on a reasonably relaxed UV

Welcome! :vulcan_salute: I agree with Richard, even though I think that clothes are best uv unwrapped by following the seams of a real clothe, like you have done. I think the biggest problem here is that the shape of the texture seems not to be made for a hoodie. That’s why the first and last letters are too big and distorted, because the uv map on their area is too compressed and would need to be scaled up, and also moved up a little. UV maps work like that, if in some area the texture is too big it means the uv map there is too scaled down, if something is stretched the uv map is too compressed, if something is squeezed the uv map is too wide. If some texture is too high the uv map is too low, etc. If you have an image editing software like photoshop or GIMP you could use a clone brush to widen the texture so you don’t need to try and fit the uvs in it (you might be able to do it also in Blender texture painting, but I don’t know it enough to help you with it :sweat_smile: ) But you would get a much better starting point with the logo by going into front view, selecting the front panel area, and projecting the uv from view. You will then need to fix at least the sides manually by using proportional editing or the more advanced tools you are already familiar with. :+1: