How do I get symmetric unwraps?
I have unwraped identical cuts but when I pelt them they ended up slightly different. Something that I noticed now when I was going to start with the diffuse....
![Unwrap_Problem.jpg](http://i9.photobucket.com/albums/a99/k0nane/Unwrap_Problem.jpg)
The black areas is different but the blue isn't.
Any idea how to fix this?
Thanks!
Replies
Can you do this with TexTools? http://www.renderhjs.net/textools/
I have never used that script.
you don't need anything fancy. do this:
- go into 'face mode' in the UV editor
- select some faces
- go to the edit>copy in the 'edit UVWs' window
- select some new faces
- go edit>paste
Note that this usually only works if the faces are the same in number and shape. And then only works some of the time...
i agree to that.
I selected the opposite faces that I wanted changed, that is correct right?
But I get this result:
What am I doing wrong?
Do I need to repelt it or something?
I've had some strange artifacts when I have done that method in the past and now I would like to save as much of the unwrap as possible because of the normal maps are already done.
like I said - sometimes it doesn't work. I've never been able to figure out the exact reason why.
About the copy/paste. Its based on vertex number it won't work within the same mesh because the vertex numbering is different.
It will work if you have a box copied several times as separate objects, then you select all of the separate objects and apply UVW Unwrap (as an instance). THEN you can copy and paste UV's because instead of one giant mesh with one single vertex index (1-245) you have a several meshes each with their identical vertex indexes 6x(1-8). So it places vert 1 in the right spot each time instead of putting vert 245 where vert 1 was.
If you joint all those boxes into one mesh and then it joints the vert indexes and you get messed up UV's again. At that point you're better off unwrapping one box, detaching the rest, resetting their pivot point and snapping copies of the one correctly unwrapped box to the positions of the others.
On a mesh that is perfectly symmetrical like a plane, you really should model it with symmetry on top of your stack with show end result turned on and only build/unwrap half.
1) Deleted the faces that I wanted to change.
2) Detached the ones that I wanted to "duplicate"
3) Symmetry on the faces
4) Flipped the uv-island in the unwrap
5) Attached them back to the original mesh
Thanks!