Why is there two edges in my UV editor view?


There are some unintended overlapping(?) UV’s in my object, but in the object itself I can’t find anything wrong.

This UV issue is causing strange baking errors. What causes this and how can I fix it?

uverror.blend (1.1 MB)
I uploaded my file just in case.

You have a seam there, and the two parts probably ended up overlapped after unwrapping.

But I can’t fix this overlap- If I try to select a uv vertex in order to move it so they are not overlapping, the two vertices get selected at the same time, as if they are one object. This issue is the same when I get rid of the seam. Is this a modelling issue?

Hi,

I don’t see anything wrong with your mesh, what exactly do you mean?

The problem is you are creating a flap, so when the mesh is flattened the flap overlaps its neighbor mesh in the UV.
Continue the seam right around the raised area.
Or do the seams on all of the mesh. Something like this…

uverror_with seams.blend (811.8 KB)

They are one object… take the seam around into a loop so it is two objects / UV islands

Hi, as Matakani said it’s the way you marked the seam its not continues all the way round.
If you do this and unwrap again you will get this:

This sounds like the cause of having ‘UV Sync Selection’ toggled on. if you want to edit the UV vetices independantly you need to turn it off.

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This is what’s happening. Choose “same location” from the sync dropdown, in the header.