Hi there,
Throughout modeling a character I made, I UV Mapped it before mirroring the other half of the mesh. However, I have since moved a few verticies here and there just to better manage the topology and so the UV Map does not precisely matchup with the model. I was putting an experimental texture on the face of the model and I notice slight, but noticable distortions throughout the mesh due to the mismatch between the model and the UV coordinates.
Is there a way to adapt or fix the UVs without me having to completely re-map it again?
Replies
It'll be a bit more tricky if the shells are stacked.
Yes, the UV shells for both sides are stacked on top of each other to ensure symmetry. Not quite famililar with smooth UV or unfold tools.
What now?
If that is not possible, simply move 1 uv shell over by 1 on the X axis or something and unvold both separetly.
Worst case scenario, you redo the fixes you made to the mesh, and make sure that "preserve UV's" is enabled in the move settings.