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please see images below. I've marked the cube's seams in edit mode, selected all edges and hit unwrap. The UV unwrapped result is in the second image. Why is it at an angle? It would be VERY useful if it kept its 90 degree relationships when unwrapped. (third image shows result when you apply transform before unwrapping - helps with overall proportion but not with the random angle problem.)

Thanks JK

enter image description here

enter image description here

enter image description here

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    $\begingroup$ Have you applied the transformations to the cube before unwrapping. Hit Ctrl+A--> Rotation&Scale and try to unwrap again. $\endgroup$
    – Paul Gonet
    Commented Nov 23, 2016 at 12:14
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    $\begingroup$ It is relative to the viewport iirc, were you in orthographic side/top view when this happened? $\endgroup$
    – J Sargent
    Commented Nov 23, 2016 at 14:21
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    $\begingroup$ What unwrap method did you use? $\endgroup$
    – JakeD
    Commented Nov 23, 2016 at 15:43
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    $\begingroup$ And how did you build the cube? $\endgroup$ Commented Nov 23, 2016 at 19:24
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    $\begingroup$ You need to unwrap the model after you add the texture to the UV/Image Editor because the image is not 1x1 proportion. $\endgroup$
    – Denis
    Commented Nov 23, 2016 at 21:15

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I've checked out your seams placement and you're right- it doesn't unwrap in the right way (don't know why). To solve it you may snap the cursor (2D Cursor mode) to the very bottom vertex with Shift+S-->Cursor to Selected, select the nearest one and rotate them to create a straight line (you may then scale the vertices by Y axis- S,Y,0 to make sure the edge in a perfect horizontal position). Then pin the vertices with P. Finally unwrap the mesh again (U-->Unwrap) and get rid of pinning (Alt+P). enter image description here

You may also try to place the seams in a different way e.g. as pictured below. As you can see it unwraps well now. enter image description here

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  • $\begingroup$ Thanks Paul for that solution, I appreciate it. Do you see my frustration though? Surely this shouldn't involve 8 (EIGHT!) separate steps to get it right! Blender provides preset meshes in its Add menu (Cube, Cylinder, Torus, etc.), so wouldn't it be super helpful if it had a few preset unwrap options tailored specifically to those meshes in the UV unwrap menu? Do you perhaps know how to bring these kinds of issues to the developers' attention? Thanks again. $\endgroup$
    – JKCapeTown
    Commented Nov 25, 2016 at 11:32
  • $\begingroup$ I know that some of the Blender features need to be improved, because now they're extemely annoying. Fortunately you may report a bug any time here: developer.blender.org Also please see this answer for more details: blender.stackexchange.com/questions/1377/… $\endgroup$
    – Paul Gonet
    Commented Nov 26, 2016 at 23:03

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