Operating system: Windwos 10 Home, 64 Bit
Graphics card: GeForce RTX 2070
Short description of error
Angle based unfolding in 2.8 produces unexpected and unusuable results.
Exact steps for others to reproduce the error
Check the UV map visible in Blender in the object 'broken'. This is using the default UV unfolding method of Angle Based. Notice how asymmetrical the result is.
Check the UV map of the 'working' object. Here the UV map is nice and symmetrical. The only difference between these is the seam placement of the mouth seam. It's one edgeloop moved.
I'm expecting the result to be like the 'working' one every time, regardless of where I select he loops. The same seam placement in Maya with default settings provides a flawless result. (see below)