UV Wrapping question..why does this happen?

While following the UV wrapping for beginners lecture I ran into this issue. When I decide to edit the object, delete the old UV wrap and then create a new one, the wrap that results is always disjointed or wonky in some fashion. I believe it is recommended to apply scale transformation to any object that is updated so that the updated UV wrap reflects this, but as you can see the middle section of the wrap is in two pieces, and not a perfect rectangle. Is there a way around this, or is it recommended to leave the UV wrap alone early in the creation process??

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I usually do unity related stuff, which is why I got drawn to your post, I’ll change the tag to blender for you, anyways UV unwrapping can be a complex process and it’s not uncommon to run into issues with disjointed or distorted UV maps. In general, it’s a good idea to apply any scale transformations to the object before UV unwrapping to ensure that the UV map reflects the actual size and proportions of the object.

If you’re experiencing issues with disjointed UV maps, there are a few things you can try:

Make sure that all the vertices of the mesh are connected and there are no isolated vertices or edges. Disconnected parts of the mesh can cause problems with the UV map.

Check the topology of the mesh to make sure it’s suitable for UV unwrapping. Some topologies, such as non-manifold geometry, can cause issues with the UV map.

Use UV seams strategically to control the layout of the UV map. Seams can be used to separate different parts of the mesh and ensure that they are mapped correctly.

Experiment with different UV projection methods, such as cylindrical or spherical mapping, to see if they produce better results for your particular object.

Finally, consider using a third-party UV unwrapping tool or plugin, which may offer more advanced features and options for creating clean and accurate UV maps.

In general, it’s a good idea to avoid deleting and recreating UV maps unless absolutely necessary, as this can cause issues with textures and materials applied to the object. Instead, try to refine and adjust the existing UV map as needed to achieve the desired results.

I hope that this might be able to help you out!

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Ah, I’m sorry I accidentally had this tagged under Unity courses!

In the time between posts I realized I had two seams for the body of the cylinder which is probably why it was coming out in two pieces. Selecting “follow active quads” for the uneven UV wrap results seems to facilitate applying the texture to the updated map, as well.

Thank you for your help and input on the subject. I will definitely take it into consideration while learning!

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Anytime, glad I could help, I’ll change the post to blender as the tag for you :slight_smile:

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This is the solution.

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