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Newbie here again, I'm having some texturing errors... I made a little low poly dog for fun, and was finally able to texture something properly!

enter image description here

That is.. until I started to rig it. Everything was okay, except all the limbs were duplicated. So I went in, removed the doubles of all the points... and now the texture somehow became this monstrosity.

enter image description here

I moved the uv mapping around a lot while making this, and I don't want to have to redo it all again...

how can I get the texture to load properly on the model, like in the first picture?

2 Answers2

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This is possible to repair by recognizing which island on UV map isn't needed for unwrap and deleting adjacent vertices. It's preferable of course to avoid such situations and check for double vertices / faces' normals / holes in mesh / internal faces / non-manifold geometry etc. before starting unwrapping / rigging and so on.

The workflow consists in toggling between Keep UV and Edit mode mesh in sync modes in order to find selected vertices in UV map on the model.

  1. Split the window and set the newly opened editor to UV/Image Editor. See How to close windows for more info about closing / opening different editors inside Blender. In Edit mode select whole model with A.

  2. In UV / Image Editor window select top islands of UV map because they don't preserve the unwrap, but do mess up the UV map and model when doubles are removed. In order to do that select them with RMB; to add to selection press Shift+RMB. You should end up with top islands selected. Grab them and the bottom ones will be revealed (and hence the doubles are present):

    Double islands on UV map

  3. Move those islands somewhere so that they don't intersect with bottom ones. Check Keep UV and Edit mode mesh in sync in the header of the UV / Image Editor. Use B to box select the top ones.

    You'll notice several vertices selected on the bottom ones, deselect them with Box Select tool (because these are shared vertices by both islands, thus if you delete them you'll loose the geometry of original mesh, not only double vertices). Hover mouse over 3D Viewport and delete selected vertices.

    UV map repairation - last step

    Now UV map shoudn't react on removing doubles because mostly they were already deleted, with preserving unwrapped islands.

    Blend file

Mr Zak
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The results obtained after removing doubles from the mesh are a result of having doubled vertices in your UV map, too. This seems to be most easily solved with a workflow change. After completing the mesh, apply scale and rotation, and remove doubles. Then do your texturing and rigging.

brasshat
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  • that's great and all, and I know that now... (I am extremely new to this)... but I'm trying to fix my current model, not all models in the future. – Emily the Penguin Feb 06 '16 at 19:40
  • I can't speak to your situation, but I have usually found that sometimes it's faster to start again, than to try to fix the mistakes. And you might not have to start again from scratch; the seventh icon to the left of the search bar in the file browser header toggles "show .blend1, .blend2, etc. files". You may be able to find a file from just before you started rigging and unwrapping that would let you could use without going all the way back to the beginning. – brasshat Feb 07 '16 at 02:07