![uv view photoshop uv view photoshop](https://www.rizom-lab.com/wordpress/wp-content/uploads/2019/05/Step1_Grid.png)
With the edges you want selected, under the edge tools in the Builder menu press “Mark Seam”.
Uv view photoshop skin#
Go into edit mode with the object selected then change the selection mode to “edge” and imagine you are marking lines on the object where someone will then cut that object’s skin off around those edges, then stretch them out on the ground to be painted.
![uv view photoshop uv view photoshop](https://3dscanexpert.com/wp-content/uploads/c4d-3dscan-texture-remap-tutorial-7-photoshop-1.png)
This is the traditional method of UV unwrapping. The other way to handle this would be to actually mark seams on your object while in edit mode. The size of your layer image can also make a big difference as to how much stretching will show up, so you may try increasing that as well. This will also reset your paint layer (if only one layer) so you’ll have to paint again. You can try adjusting these on the UV map itself, or adjusting the actual object’s mesh while back in the 3D View, and then press the “reset object’s uvs” button at the far right of the options/paint through/render preview buttons (looks like a recycle sign). But here you should see which UV faces are squished or to small. Once in the image editor, make sure the tab your on is Sensei to display the ZB paint menu. You can hit tab to go into edit mode, select faces where the problem areas are then press “Q” and select “To Image Editor”. Turning off cage edit can demonstrate how squished some of these faces really are. Sometimes the way cage edit makes the edges of the object shrinkwrap to the object, isn’t accurately displaying where these lines really are. Select the object, go into edit mode and press T and under display on the right side menu, uncheck “Cage Edit”. Because the UV map is generated from the object’s mesh (if you’re not manually marking your own seams on the mesh) if the mesh is not distributed that evenly, bunching can occur. This usually happens because of bunching or squishing in the object’s UV map.