Welcome to a series of blender tutorials that tackle basic issues regarding UV maps.
So First of all, WHAT IS A UV MAP ?
UV mapping stands for the technique used to "wrap" a 2D image texture onto a 3D mesh. "U" and "V" are the name of the axes of a plane, since "X", "Y" and "Z" are used for the coordinates in the 3D space. For example: increasing your "V" on a sphere might move you along a longitude line (north or south), while increasing your "U" might move you along a line of latitude (east or west).
Imagine a paper 3D model of an object, e.g. a sphere, that is to be laid flat on a table. Each of the 3D coordinate of the sphere can be mapped to the 2D coordinate on the flat piece of paper. Blender provides another view of the vertexes(coordinates) in the UV/Image Editor. You can select and edit these 2D vertexes just like in the 3D Editor window. The purpose of this unwrapping of the coordinates is just to map these coordinates to images/pictures so that the 3D image can have a realistic looking surface with textures derived from these images.
Unfortunately, they REALLY need to be identical... I had a bad UV map for Tina's nails, so I thought I could copy it from another Tina. Didn't work, since they 'don't match' or something. I ended up re-mapping the nails myself, not so hard.
The UV is as it is supposed to be, but its like dis D:
All I wanna do, is come runnin' home to you, come runnin' home to you.
And all my life I promise to, keep runnin' home to you, keep runnin' home to you.
I do but meh, I have to scale it correctly so the weights wont go wrong, I always fail at scaling, the obj version is too small D:
All I wanna do, is come runnin' home to you, come runnin' home to you.
And all my life I promise to, keep runnin' home to you, keep runnin' home to you.
Ok, thanks, ill try that. Used wireframe before but it wouldn't line up correctly D: xD
All I wanna do, is come runnin' home to you, come runnin' home to you.
And all my life I promise to, keep runnin' home to you, keep runnin' home to you.