I’ve created a basic stone wall with a cube, added some loop cuts and bevels for the edges. Scaling is applied. And then I marked some seams (1 in the image)
When I unwrap I get the following UV: (2 in the image)
The problem is that I want the islands to be straight as otherwise the stones from the textures are misaligned on the wall. I want the “lines” from the stones of the texture follow the lines of the mesh - I hope it makes clear what I want to achieve.
I found the “Follow active quad” method and the UV Squares addon (which seems to me is doing just the same as the follow active quad function) but then I get the following result: (3 in the image)
This happens all the time and as far as I understand / see these weird misplacements happen on faces which are no quads. The mesh is not crazy difficult so I think I might just do a little remeshing, adding/removing some edges here and then to make all faces quads but at this point I just want to be sure: is that actually the way to go? All tutorials I find about this topic always work with just quad meshes but at least when I model all the time the resulting topology becomes a little bit messed up in the sense that it is not quad-only (for example when beveling or using booleans). Addionally the least models I find out there are quad-only so I really wonder: how is it possible to create good (in this case: straighten) UV maps when the mesh is not quad-only? OR is there some secret trick to achieve the straighten UV map though?
