I am learning how to do UV texturing, and running into some difficulties. I have created a simple box with inset panels on the sides (I just extruded the sides inward), and now when I unwrap, my UVs don’t come out as expected. I constructed the mesh and created the seams so that it would be able to be unwrapped in a way that is perfectly flat. The problem is, when I unwrap (U > Unwrap), it does two things that I don’t understand.
Although everything is set up at clean right angles, when I unwrap, the UVs come out with their proportions altered. Faces that are square in the model are slightly non-square in the UV.
Relative size between the islands varies. Even though the mesh and seams are constructed in a very regular way, the islands come up in varying sizes.
I finally ended up having to fix all of this by taking an hour or so (I’m probably not as quick as I could be, but it still took a lot of work) to sort everything out. I had to export the UVs as SVG, then open in Illustrator so I could determine which of my faces was square, and use that one to check the squareness of all the other faces. I moved certain verts in the UVs to make them square again. Additionally, the squares for the pulled-in faces should fit exactly into the square holes on the outer edges, but they were scaled to be too large, and I had to scale them down. Also, the inset edge on every side of the cube is the same, yet they all came out different sizes in the UV unwrap - so I scaled them to be the proper size relative to the insert squares they wrap around in the mesh.
MY EDITED VERSION:
I want everything scaled in proportion so that they all get the same effective resolution in the map. I didn’t want the inset faces to be more high-res than the outside edges just because the unwrap scaled them bigger. Also, I didn’t want the inset edges to all be different resolutions because the UVs were all mismatched sizes.
Why doesn’t Blender do things proportionally by default on this sort of thing? I understand why rounded, organic shapes have all kinds of distortions, but for something flat like this, I don’t get it. Am I missing something? Is there a setting I should toggle, or am I fundamentally misunderstanding something?