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Cylinder projections in blender behaving undesirably


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So I'm trying to unwrap a simple cylinder in blender, and it works and all but I always have one face stretched the entire width of the rest of them combined in my UV, as shown in the picture (stretched face has been translated vertically for clarity).

6ox4Q.jpg

I even put a seam along one edge of the affected face, to no avail. Anyone have any idea what's going on here?

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Depending on how I rotate the camera on the z axis, the UV projection effectively "scrolls" to the left or right; however, I still get undesired stretching.

6oMYU.png

Each polygon should be the same lateral length, but aren't. Furthermore, the same behavior outlined earlier still persists; the offending shape has been translated downwards for clarity.

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Hmm I dunno. You could try doing an edge split to make the top and bottom sections separate (you actually have to apply it, and not just keep it floating to affect UVMapping) but that should really do the same thing as setting the rim edges as Seams.

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