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0 votes

Why does unwrapping my cylindrical pushpin look weird?

After Unpinning the pinned vertices try removing some more of the edge loop seams. This will result fewer UV islands and a cleaner UV unwrap especially if you do a little UV editing.
3fingeredfrog's user avatar
1 vote

Why does unwrapping my cylindrical pushpin look weird?

As @3fingeredfrog says, you need to unpin those vertices in the UV editor by selecting All, hitting P and then checking Clear in the bottom-left Operator menu. I've then replaced all the double seams ...
John Eason's user avatar
  • 5,074
1 vote
Accepted

UV editing doesn't show

Maybe no UV's have been generated yet, maybe they have been moved away, maybe they have been scaled to 0, maybe others possibilities. While in edit mode, select all vertices and press U > Smart UV ...
josh sanfelici's user avatar
0 votes

Merging spheres with cylinder, UV mapping messed up, normal map isnt continuous (maps had same name)

@moonboots A good question for someone at Blender Stack Exchange?
3fingeredfrog's user avatar
1 vote

Merging spheres with cylinder, UV mapping messed up, normal map isnt continuous (maps had same name)

The "blank" rings you see at either end of your sausage are there because the quads making up those rings are all mapped to a single point in the UV space. Bottom left hand corner where X=0, ...
3fingeredfrog's user avatar
5 votes
Accepted

I copy the mesh with the same material and scale it, the scaled one looks different

Your problem is you need to adjust UVs, or use generated coords. Right now you took a mesh that looks like this. And then scaled it up only in the 3D viewport side of things. Scaling it by that same ...
Jakemoyo's user avatar
  • 5,597
3 votes

I copy the mesh with the same material and scale it, the scaled one looks different

I'm not seeing the same thing if I open your file and load the image textures, anyway the problem I see is that the UVs of the small object are not proportional. See the UVs for the long object, it ...
moonboots's user avatar
  • 163k
1 vote

Normal map is cut off - what is this problem called and how do i fix it? (uv map? face orientation?)

If you merged two objects, and this kind of thing happens, there’s a good chance the UV Maps for the two had different names, and so were not merged. Thus, your texture is only using one of them, and ...
TheLabCat's user avatar
  • 6,731
2 votes
Accepted

Can I disable the alpha channel in the UV editor?

Like every image window of Blender, you'll find these options here on the top right corner of the window :
Lutzi's user avatar
  • 2,089
0 votes

How to correctly project texture to UV map from 3D scanned object?

So I hope you learned it by now, just stumbled over it to explain for other newbs: brace yourself as "projecting from 3d scan' is not where the journey should start, to.understand what happens. I ...
Roland von Bleichert's user avatar
3 votes

how can I overlay a normal map on an object that already has small repeating texture maps

You just need to use 2 Mapping nodes, plug an Input > Value node into the Scale input of the Mapping node of your image texture and set it to 10:
moonboots's user avatar
  • 163k
2 votes
Accepted

Geometry nodes - Pack UV Mesh quads sliced by Grid into first UDIM (0..1)

You're 2D-arraying a default "Grid" and then sample UVs from it, however when you're sampling at a position equal to an edge/corner of the source "Grid" array, there's 2/4 ...
Markus von Broady's user avatar
1 vote

Geometry nodes - UV project from procedural geo

(Using Blender 3.6.12) The issue is not about interpolation of UVMap from one mesh to an other, but it is about interpolation inside a face of $U$ and $V$ values between face corners. Consequently, ...
StefLAncien's user avatar
  • 5,147
0 votes

Texturing a mesh using other mesh part

Create 3 cubes, 2 of them are overlapping and have a different material, the third one is the boolean object (here it is displayed as Bounds). Give a Boolean modifier to cube 1 and 2 with cube 3 as ...
moonboots's user avatar
  • 163k
1 vote

How to fix overlapping faces and correct UV's?

I just had closer look at your screenshots and see that the Substance Painter error message is about "faces spanning across multiple UDIMs" If I'm guessing correctly this just means what it ...
3fingeredfrog's user avatar
1 vote

How to fix overlapping faces and correct UV's?

Indeed you do have 3 overlapping UV islands. (Using the Blender file that you posted yesterday). The 3 UV islands of the bodice's left side, back and Shoulder strap are overlapping the 3 UV islands of ...
3fingeredfrog's user avatar
0 votes

Geometry nodes - UV project from procedural geo

You can get basic UV coordinates by just using the XY position of each face corner and then dividing it by the total size of the mesh to normalize it. Then you can multiply/add/divide those ...
Jakemoyo's user avatar
  • 5,597
4 votes
Accepted

Blender UV map is very small resolution using TexTool addon

The islands you see and manipulate in the UV Editor are not the texture, they're the way programs will convert the vertices from 3D space to a 2D texture. So when you scale them up or move them ...
Jakemoyo's user avatar
  • 5,597
1 vote

Smoother/more regular grid fill for curved surface

Ok - this is a classic beginner mistake I think. Performance of algorithms like grid fill depend heavily on the topology of the input. Notice the non-straight edge at the bottom (thinest) part of my ...
NLi10Me's user avatar
  • 121
1 vote

How to use random value and vector?

You already accepted the other answer, but just to show how I understood the question: I thought you had a bunch of instanced planes, all using the same material with an image texture of a 3 × 3 grid ...
Gordon Brinkmann's user avatar
2 votes
Accepted

How to use random value and vector?

The Random Value node generates a value for each vertex in the mesh. If you want to have the same value for each point, you should plug a singular value into the ID socket, which by default gets the ...
Crantisz's user avatar
  • 36.1k
0 votes

How do I eliminate the white outline on my layered textures?

I was looking at a similar issue recently. It was caused by separating the RGB output of a Color Attribute input from a sculpt paint, and not a ...
Charlie's user avatar
  • 101
0 votes

How can I determine direction of flipped UVs?

So, after breaking down and doing it "manually" (flipping sections of UV islands) and being unable to avoid weird shading artifacts, I broke down and decided to completely redo the UV ...
Digital_Utopia's user avatar

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