Distorted texture on curvature, but, not on _all_ curvature?

Hi all,

Thanks in advance for any insight you can provide here.

I’m trying to set up the UVs on a piece of geometry that I want to use a texture to make a displacement map with, but I am running into a problem with distortion in some of the areas.

I’ve tried all of the UV unwrap options in the menus, both with and without seams, and seams only makes the problem worse. The closest I’ve been able to get to something useable is with the “Unwrap Constraint” → Conformal option, both with and wthout “Correct Aspect”, which produces this result.

One of the distorted islands is shown in the UV editor, and you can also see where this distortion is happening on the left part of the UV editor window - the mesh as it wraps up around the cylinder, becomes distorted.

This behavior is also repeated on another piece of near-vertical geometry, which is the highlighted island.

It seems that Blender is doing some sort of “top down” projection thing to try and decide how to make the UVs, and I can’t figure out how to correct it so that the quads are all true to their sizes.

Can anyone point me in the right direction?

Hard truth: the projection of three dimension onto two dimension is mathematically not a function… so not solvable with a generic algorithm… it’s up to the artist to do so…

So you have to try your best… imagine to glue square tile on the object… it would not fit… never… exept for boxlike objects which have multiple lenght of sides as the tiles… or the map would also break…

You could tru to “match” the areas as the real think may have been assemble/ pathed with whatever material pattern you want this…

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I suspected that, but I wasn’t sure if I was missing something etc.

Thanks for the info, looks like I just have to tweak it around.

Additionally, I was trying this out and “follow active quads” seemed to work better. I don’t know if you have tried it but it may help.

https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html#follow-active-quads

I think the way it works is, you select a face that is as close to square as possible as your active face and then select the rest.

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Indeed, although it works best if you manually straighten one face first using the Align UV operators and then Follow Active Quads

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Okay, will be giving those options a shot tonight.

Thank you!

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Yeah, never been solid about follow active quads.

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