Bad uv-mapping

Hi,

Why does Blender distort the mesh in uv-mapping mode? It would be very helpfull when Blender could copy the mesh exactly from viewport into UV/image editor. When the mesh is distorted, the uv-mapping is crappy, too. Unfortunately due to the complexity of the mesh I’m not able to sort the verts so that the image won’t be deformed. Any hints?

Xtra

The UV unwrapper currently in Blender could use a very goo overhaul IMO. It does mess up the mesh and there are not enough options for unwrapping currently.

There are other unwrappers out there that you can export from Blender and unwrap, save the UV’s and bring the mesh backinto blender and apply your textures using the UV instead of ORCO option. But that can be a pain with all the steps involved. You can do a search in the Python forum here for these export scripts and links to the unwrappers.

The main thing I want to see happen with the current unwrapper is the ability to unwrap the Sub-D mesh and apply the texture to the Sub-D cage instead of the base mesh. This is where I find most of my problems and frustrations, because the texture gets stretched and warped all over the place.

All I can suggest is to be very patient and just sort out your verts. That is all that I do, and I think it is all you can do too.

BgDM

Damned, when I use Blenders standard mapping it looks so nice! But the mesh is intended to use in POV-Ray so I have to use uv-mapping. But I fear that I have to render my image without this texture. No matter what I try, it looks ugly. BgDM, thanks so far.

Xtra