r/blenderhelp•
_-Big-Hat-_

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?

Unsolved

So here's a toy example

https://preview.redd.it/y6sp1iyiktng1.png?width=3840&format=png&auto=webp&s=887418951f2cfb4c61d1f45e6bc891173415e3b9

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

https://preview.redd.it/aqyu3a10ntng1.png?width=3840&format=png&auto=webp&s=87ec2e201fff8efeb5025fac6ebdb8e98454d45d

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:

https://preview.redd.it/6srribg7ntng1.png?width=3840&format=png&auto=webp&s=db6e0af9439c4604270fc6a13a13958196e4cad5

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

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