New answers tagged uv
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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.
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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 ...
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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 ...
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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?
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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, ...
5
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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 ...
3
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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 ...
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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 ...
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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 :
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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 ...
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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:
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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 ...
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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, ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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