I’m trying to learn all I can to make Blender my main 3d application for my personal projects but UV mapping within is throwing me a curve ball. I am trying to just make a very basic uv map for my cell phone model. Right now I have a material set for the area thas is to be the display. My problem is that my uv maps are showing and exporting as if there is no subsurf at all on them so my textures are just jagged and not conforming to the smoothed model at all. I do have subsurf uv’s selected as well…not sure if I’m missing something here.
i’m not so good in blender
but u cant try to aply your modifier into your mesh
(u will lost the control over it i think, but u will have a uv map exactly as your mesh)
there is a button at the modifier buttons to apply, at the right bottom in the image
Hrm, that method isn’t the best way to go about it. I must be missing something simple since this isn’t an issue really brought up before from what I found via the search.
I’m not sure if you can get the actual UVs in the UV editor to appear smoothed out like they do in the 3D viewport. However, I do know if you go to the ‘view’ menu in the UV editor and then select the ‘view properties’ and then select ‘final shadow’ in the little window that pops up you should be able to see the subdivided surfaces beneath the UVs layout.
Hum, the whole point of subsurfing is modeling with a lower resolution than the model is rendered. That is, the finer resolution is generated on the fly by using some interpolation algorithms.
In the .blend file there are no subsurfed vertexes or faces and there is nothing to attach the finer UV coordinates to.
Also make sure on the subsurf modifier panel to have the “subsurfUV” option checked.
This is to minimize distortions caused by the subsurfing.
BM
Thanks guys, actually the final shadow option might do the trick. I can see how it will be rounded in the render that way at least. I guess what is throwing me off is that the uv map doesn’t appear to adust the texture to the subsurf. I’ll get the hang of it, it’s just a bit different then some other applications I’m coming from that I was able to 3d paint by manually stamping a texture so I didn’t have to worry about this sort of thing.