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  1. Hello Everyone, I have a problem in Blender, I hope you can help me. Since I can not attach video files here, I am attaching a link for Reddit post (I hope it isn't against the rules) where I asked the same question in a Blender subredit, unfortunately there is no reply. In the link there is the video where I replicated the problem to show: https://www.reddit.com/r/blenderhelp/comments/ls4lxx/new_materials_messing_my_uv_unwrap_more_in_the/ I have modelled this shoe, then I unwrapped it as seen in the screen. Then I added a material and it works ok. Then I decided to try an other material, modified the Texture Coordinate scales in the nodes and I saw a weird seem forming on the nose part when there was none when I had used the grid for the UV Unwrap. Even tho in the video I didn’t have the uv grid on, but you can see that the pattern of the previous texture is woking nicely. So out of curiosity I checked my UV Unwrap and I saw that it is messed up. Why is it happening? How can I prevent this from happening? Yes I can always re unwrap it to fix, but as you may see, i pinned the vertexes, aligned all the side vertexes edge by edge to have a better unwrap, so I'd love it if i can prevent this from happening to avoid having to redo and fix the unwrap after each material change. Thank you!
  2. Sorry for the fairly noob question, but I'm really struggling with this one. I've successfully created normal, diffuse UV maps from Blender 2.9. I did check the export to SL option. However, when I import the mesh object into Second Life and the texture maps, they are not aligning to the faces. In fact the mesh, which is a single prim, doesn't appear to have any set face in SL. How is it that I've been able to create UV maps and apply textures to faces in Blender 2.9 but despite clicking the export to SL option, SL won't recognise where the faces are on the object in SL? I know I've missed a step, but what? How it looks in Blender 2.9 https://gyazo.com/007580b905549fd83ee58892e03f8b73 How it looks in SL https://gyazo.com/835198c554289e0cfc073eb74b13c0a8 (note: I'm just using the normal as diffuse so you can see how it's not lined up) It might have something to do with unwrapping, but it looks so different in 2.9. Thanks for any help.
  3. Ok, so I have split up the mesh, and TRYING to get the seams correct, not to mention mirrored, for my custom body. It uses SL/Linden Lab UVs, just like any Omega based body. Unfortunately, this process is very tedious, and I can't even get passable results, let alone good or perfect results. Trying to match up the middle of the back by splitting up the mesh. It's a lot of clumsy trial and error, and I was wondering if someone had any idea of an easier way.
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