The gap of direction guide line in UV map

Anyone knows what the gaps are? Why do they exist, what do they mean in the direction guide?


Although I’ve made a beautiful UVmap along the bent pipe,

There are two questions about the bent pipe left, one is mentioned above, what the gap is and what does it mean in the direction guide line, and the other question is that is there any other improvement about the direction guide as there is a litter imperfection here as the following image shows


(I hope the second question will not make you feel uncomfortable as it is not a big deal for most people)
Thanks!

The gaps are most likely created due to overlapping geometry, which is fairly common in CAD models. You can manually complete the direction guide by after automatically double clicking the direction guide and finishing the gap the rest of the way with a click on the original vertex.

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Hi, Oliver is correct concerning the gap which applies to the seams as well. That said, I like to think of the gap as a “hint” to possibly try a different vert that has a complete connection. Otherwise completing the guide as mentioned should work well.

Tessellation matters. Sometimes it’s best to import the NURBS and use the retesselate feature to create a clean symmetrical mesh.

As mentioned tesselation matters so UV unwrapping kind of an art. In my experience with various 3D software, UV unwrapping and UV texture mapping is rarely if ever perfect.

Do your best to place your seams where they may not be as visible.

That said your unwrap looks nice! Great job! I would have added seams to. the top and bottom and then used a seam with a direction guide down the length of the pipe. There’s always multiple ways to accomplish the same goal.

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Yes, thanks for your kind advice, but what you mentioned at the end may not work out, or maybe I won’t find the right way you said, and I was thinking about spending more time on Keyshot UV map tools or picking up other CAD software like Blender to get more choices when I met the same situation next time.

Yes, it works out as you said, UVmap in Keyshot is always a mystery in my opinion, I was thinking about finding another tool to replace the workflow of UV map in Keyshot, or spending more time on Keyshot, I don’t know, it’s never been easy to pick up a new software like Blender.

UVs are a pain in general no matter the software.

Try to use the re-tessellate geometry tool to create a clean mesh before unwrapping. I’ve had some success by adjusting the edge length and while doing so I’ve noticed visual cues as to where there may be UV stretching and then adjust the tessellation settings to smooth the area out.

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OK, thanks for your advice