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UV Islands are stuck together.
I unwrapped a mesh and the islands cannot be resize, moved, or anything separately. The whole unwrap is treated as a whole as if the whole thing is selected. They're glued. Inseparable. They won't separate. I'm adding keywords here so if this gets solved, anyone else googling for a solution can find it. I've been googling for an hour and can't find anyone else who has encountered this problem.

Edit:

I found a solution. But I don't understand the logic. For this particular project, for unknown reasons, I have to toggle the "Keep UV and Edit Mode Selection in Sync" button and select the islands. Then toggle it again to make the rest disappear and then I can move them independently.

But now I have a new problem. For this particular project, for unknown reasons, it doesn't show the image texture I made. But if I open up my Babochka file and apply the image there, it shows up. I must have skipped a step or pressed a button or something. But comparing the settings between files, I can't figure it out.

Edit 2:

I forgot to put lights in. That's why the texture wasn't showing up. The hat was dark.
Last edited by Different Name; Mar 22, 2014 @ 7:24am

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Showing 1-2 of 2 comments
Justyn Apr 9, 2014 @ 10:53pm 
press "A" in the UV editor to deselect everything (press it again to select everything)

the "Keep UV and Edit Mode Selection in Sync" button basicially decides whether selecting a vertices will select all edges the vertices is present (example:http://puu.sh/82CpZ.png)
if you don't want it to do this, select the part of the model you want to edit (press "C" for selecting faster) and then toggle that "Keep UV and Edit mode" etc button. the rest of the UV but that selection will dissapear, and you can now move the vertices freely rather than every linked part (example: http://puu.sh/82Cyt.png)
Thomas Apr 18, 2014 @ 3:37am 
Ok, i know that you had this problem some weeks ago, but still: If you want to create a new uv island from a bigger one, you can select the vertices and press the Y key, for spliting. That way, you are separating those uvfaces from the rest of the island, and you can scale, rotate, or move them separately.
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