UV mapping bug?

I’ve just been making a very simple shell object, and painted in 3d coat. My workflow was:

  • Cube, edited and sculpted.
  • applink’ed to 3d coat
  • UV mapped and painted
  • export to blender, to save .obj with texture
  • import .obj back into blender

While I could just use the imported object as-is, I normally then transfer the UV map and material back to my original blender object, as sometimes it has already been rigged etc.:

  • select original object in blender. Shift select imported, painted object

  • ctrl-L to link UV map

  • ctrl-L to link material

  • delete imported .obj and continue.

But for this example, something strange has happened.

In the screenshot, on the left is the blender model with the linked UV map and material, and on the right is the .obj imported from 3d coat.

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It seems that 2 of the faces have flipped UV coordinates or something. I’ve checked normals - all ok. Obviously the UV map on the .obj is OK so I’m not sure what’s going on.

Does anyone have any ideas or should I report as a bug?

I’ll attach the .blend in case you want to have a poke around…

[ATTACH]291167[/ATTACH

Attachments

Shell02packed.blend (1.73 MB)

The UV map is not ok


There are two UV edges you could stitch by selecting them, pressing V, and enter. Then you could select remaining UV vertices and W -> weld, or snap them and W -> Remove doubles UV.

Perhaps then post a bug report - in 3D Coat support.

Thanks for checking into this. If my original geometry is ok, this definitely looks like a bug somewhere in 3d coat’s UV handling.

Cheers.