Seams in 3D model UV maps usually come from two key reasons: necessary surface splits to unwrap complex shapes (like characters or furniture) into a flat layout, or errors such as unmerged vertices, overlapping UV islands, or uneven texture stretching. - **Necessary splits**: 3D surfaces can’t flatten without breaking—splitting is essential, but mistakes in UV editing (e.g., not welding seams or misaligning islands) make these splits visible on the textured model. - **Reducing visibility**: Use seamless textures, hide seams in less noticeable areas (e.g., under clothing, object edges), or use your 3D software’s auto-seam tool to optimize the UV layout.
