Blender have a way to lock edge length when manipulating verts? struggling with cloth UVs

So, I’m trying to work on some clothing. For texturing reasons, it’s obviously ideal to keep the UVs as uniform as possible, especially in this case, since precise tiling is essential to making it actually look like a textile. Easy enough to take planes and subdivide or loop cut them uniformly, but once I actually try and shape the object, everything will end up distorted. I find myself really wishing there was some way to mold the object so that it would drag verts like a chain, or otherwise not let you move the vert somewhere it would change the edge length. I thought I’d check with more experienced folks to see if this is a feature I’ve missed, or maybe there’s a plug in I haven’t found yet.

In lieu of that, any body have tips for shaping cloth objects while keeping UVs uniform?

Accordign the headline:
never heard of this; also: would be vvery difficult because “fixating” edgelength would make the mesh… fixed.

But there a possibilities to rectify UVs for example TexTools ( don’t know about blender versions > 4.0)

I don’t know if that’s the right way, but there’s a way to use geometry nodes.
It seems to be in the form of assets, and it is paid.

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