When I unwrap my meshes, they seem to be skewed. for instance, the top of my rail piece is concave in stead of convex. I can’t see any variation between your meshes in the video and mine, but obviously I’ve done something wrong. Any help would be much appreciated.
Here is a quick video of the settings, I couldnt find the scale values for just the rail piece in edit mode just for the whole model as you can see in the video. Let me know if you see anything that could help. Thanks.
Ah ha – the issue is that in Object mode, your model’s scale values are 2, 1, 1:
You need “apply scale” to keep the same dimensions while resetting scale to 1, 1, 1. In object mode hit CTRL + A and select Scale. Then try laying out the UVs again.
hmm, I just tried that and then cleared the seams and re-marked them and unwrapped but they are the same but maybe a bit more curved(still in the wrong direction) the scale is now 1,1,1.
Also just tried to do a smart uv project and it actually set them the right way but when I tried again with my marked seams it is wrong.
I’m stumped. Can you upload your .blend file to dropbox or google drive (or similar service) and provide a download link? I’d like to take a closer look at what’s happening in your file.
Thanks for the reminder @terence7 – After opening your file, it looks correct to me:
So I’m wondering if you’ve been laying our your UV’s with a non-square texture loaded in the UV image editor. Whenever laying out UVs, you want to ensure that either no image is loaded in the image editor or that a perfectly square image is loaded (1024×1024 pixels for example). See when I load a rectangular image, the UVs stretch to fit:
hey Kent, yours looks the same as mine, in the UV editor the top of the rail piece rounds outwards instead of dipping in.Maybe this is normal? But when I use smart uv project on the rail piece it dips in like the 3d view.
Ooooohhhh ok I see what you’re talking about. Yeah what is happening there..I guess that’s how the unwrapper is handling the n-gon there. I recommend you connect edges to get back to tris and quads (no n-gons):
*Adding edges where those blue lines are.* I bet you 1200 midichlorians that will force the unwrap to respect the dip.
Hey Kent, it didnt actually, same result.Also tried removing any doubles and clearing normals just in case, and the same. Once again if I do a smart UV project it does respect the dip.
Figured it out, instead of choosing each vertice and pressing f to make those edges, I deleted that whole face and recreated the faces and that worked!
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