So im trying to just export the UV map of a simple cube to paint a texture on it. Although at the edges of some there are alot of thick blue lines which when I asked the AI it means the edges are overlapping? Im using the AutoUV and have done the weld, simplify, etc to try to get rid of these edges. I have also done the polygroups on each face, both manually, and selecting the option to do make each face a polygroup. Again this is just a simple cube created with the modeling tools in UEFN.
Hi Foghorn,
What I see when looking at those blue lines is extremely dense geometry on the corners/edges of a cube.
When you say ‘simple cube’ is it just 6 sides with no bevel/rounding operations?
It may be worthwhile to create a new cube and experiment with some other UV generation settings.
Hello,
Yeah it seemed when I reduced the cubes height I got these problems. When I had the height set closer to the original I experienced much less of these bunched-up lines. I tried all the different generations and polygroups, etc. I ended up just kinda packing it myself without using the AutoUV and that seemed to get it good enough where the lines would not be bunched up. Again, this is just a simple cube that had its height reduced, no extrusions, cuts, bevels, etc. I also don’t think the seams were lines up in the original when I used the different AutoUV even when I did it by polygroup constraint.
The only way I’m able to get good results with Auto UV is to change the ‘Method’ to “XAtlas”
One thing that’s not immediately clear in the UV Editor - is that you need to go into translation mode (as opposed to selection mode) to move/rotate UV islands.
No seams defined in above image. Ideally if you defined seams it would figure out the most optimal unwrap.
UV unwrapping a cube to get the results you desire is a foundational skill, happy to dive deeper if you want to push past ‘good enough’.
I think I’m fine with unwrapping the UV’s whether I use autoUV or not but trying to export the UV using the snapshot tool always seemed to produce the lines associated with overlap. I tried for hours all different methods with no success.
Yeah, I can’t imagine good results coming from that first image.
What’s the end result you’re after? Is it important that the texture wraps around the cube in a certain way, or would you be hand-painting each side individually? Should any of the sides be identical? (In this case overlapping some UVs to read from the same area would be best)
It was just to simply paint over them to create some basic textures, nothing crazy. What I was after was simple enough that I could just hand lay them out and draw over them so it ended up working fine. I will probably try to just use blender for that stuff in the future because for the life of me I couldn’t get the snapshot tool to produce a good result.

