This:
is i think better than this:But how can i prevent the stretching in the first?
For UV Editing there is a function called “Follow Active Quads”. Since you need to know how to properly execute this function, a quick search for it is necessary.
In the UV window > Overlays dropdown turn on display stretch.
Use UV Menu > Minimize Stretch.
Or use Relax in the UV Window Tool bar to smooth the UV map.
Actually, the first is not better than the second. It only means you need to work on the seams to make sure they are invisible at the end. Working with a mesh with curves like the one you have in a single piece will always stretch the texture somehow, no matter what you do. There’s no way a plane image will wrap around a body with curves without some degree of deformation.
Dividing your object into islands minimizes that deformation but it demands some degree of work on the seams if you use an image texture, instead of baking a procedural one.
If that was something I made, I would use islands and work on the seams using texture painting.
Hey,
Since your model has smooth edges, I think, the best way to fix this (or at least make it looks a lot better) is to use Mapping node and to change it’s location/rotation - I mean, try to play with both of those parameters and see what you’ll get.
I think it also depends what you wanna do with this at all… so here i used different materials on the faces… to “checker” it… rectangulated the UVs with TexTools and baked me a checkermap someone could paint on… :
The way I’d do a shape like this would be to carve the UVs so that the sides flip out away from the top, but are still connected along all but the corner edges where the seams are. Then, if I wanted to keep all my lines as linear as possible, I’d rectify one of the top surface quads, then use a Follow Active Quads to straighten everything out. The end result looks like so…
That’s UVing for you. You’re either going to have seams, or you’re going to have stretching. The secret is to put your seams in places where they’re not as noticeable, like in corners, or on the undersides of your objects where people won’t be as likely to see them.
ya but your seams are clear, unlike mine.
see the difference between the upper corner of your model and mine.
yours is clean, mine is stupid.
You have a lot more separated islands, and smaller pieces too.
Think of this: the point of the checkerboard texture isn’t to make sure that all your islands are cut and oriented so that your squares are aligned neatly and perfectly across your entire model. That’s impossible to do. Instead, it’s job is to check for relative texel density per island and stretching.
So are all your squares aligned? No. Okay. Are all your squares square, and the same size across the entire model? Yes? Then you’re good to go.
so is this good enough?
You can’t know until you start texturing, the checkerboard texture won’t have this information
What Joseph said. Though I’d say you probably won’t have much to worry about.
You could pack your UV islands a little more tightly to eek some more resolution out of your image, but the seams look pretty good.