Forum: Blender


Subject: UV-map newbie question: overlapping mesh areas

RobynsVeil opened this issue on Oct 11, 2014 · 7 posts


RobynsVeil posted Sat, 11 October 2014 at 1:09 AM

I recently purchased this -- obviously -- game-inspired-and-developed Poser scene from DNA which, despite DNA doing really great quality control, still sort-of didn't float my gondola.

For you Poser users: yeah, that scene. :blink:

So, I'm re-creating a similar sort of scene and learning a fair bit about creating quick props for a complex scene. One thing I do want to do is reuse textures as much as possible. So, let's say I've got this building with a whole bunch of windows, which are inset boxes on the mesh. The back bit is going to just be the picture of the window itself. Then, there's the window sill, and the bit that extends out from the window plane to the main wall. You know, the inset mesh bit.

I want to use the colour of the main wall on this mesh, so I highlight (in face mode) the two sides and the top of that inset bit -- the sill I'll do in like some concrete texture or something -- for all the windows and hit [U] and...

... well, here is gets messy. If I just do 'Unwrap', it fills up the UV area with these boxes. Selecting anything else does nothing useful for me, because what I want to see happen is this: I want the boxes all to stack into/on top of each other instead of next to each other.

Ideas?

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks