Hello. I want to make my UV unwrapping perfectly symmetric around 0.5 point at U axis. Here's something that happened to work but frankly I don't understand why. I wonder if it's a feature or a bug?
So here's a toy example
As you can see Blender puts it (in)conveniently and randomly in UV space. My goal is to get a the map perfectly symmetric around half point if U axis (0.5, *).
One constraint is to not use Mirror because I'd probably messed up Vertex Groups.
This is what I did:
- I selected the middle vertical line, which is the symmetry
- scale selection to 0 along X
- move selection to 0.5
- Pin vertices.
After another UV Unwrapping, I've got this
Which is understandable, although the mesh becomes a bit out of proportions.
Now comes the part I can't fully understand
If I select everything, Unpin all vertices and UV Unwrap again, here's what I get:
I did it accidentally. However, I can't understand why it's working. Do you think Blender uses previous vertex positions on purpose or is it kind of a bug? I accidentally got perfect UV map. The only thing left was to move the whole island to U=0.5.
Is it going to work every time?
Thanks
Posted Mar 8, 2026, 1:28 PM UTC