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White spots in texture after merging vertices


AQ Koga
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I noticed this little problem while in the middle of texturing a mesh model I made. There were a few areas that had split open when I was working, and I closed them by merging the vertices around the edges. In both Blender and SL, these areas look fine. However, upon texturing, they don't take. They remain white.

Here is a picture of the affected areas in Blender:

http://i.imgur.com/sECHV.png

And in SL:

http://i.imgur.com/mBDVL.jpg

I'm still learning Blender so I don't know how simple of a problem this is to fix ahaha.

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I'm pretty sure that it is your UV map getting a bit wonky from merging vertices.

Check the UV map position of the faces where the white spot is showing and make sure it's positioned correctly.

Once you've unwrapped an object, you want to avoid merging vertices, extruding or doing anything that will effect the topology of the object. This will mess with your UV map. Just moving or rotating the vertices should still be fine.

What method did you use to unwrap the model initially?

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To unwrap all that I did was just hit U, and unwrap, then moved the pieces around accordingly.

Here's one of the areas on the UV map.

http://i.imgur.com/p3E01.png

(The upper most edge is cut by a seam, as you can see.)

If I delete the faces inside this area, which would mean starting again before I merged, is there a way I can bring the seam together in a cleanly?

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If you use Blender 2.64, you can remove vertices without affecting the UV mapping by using the Dissolve function. This alone makes it worth upgrading to 2.64. Did you check that the offending faces were assigned to the same material as the neighbouring faces?. What do you see in Blender if you switch display to textured, and/orturn on textured solid display in 2.64)?  

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