Solidified object distorded texture at one side

Hello I’m new to modelling, learning Blender for third week, so sorry if my question is silly. I’ve encountered quite small simple problem, but for first time ever i can’t google anyhing related.


I have this very simple object. I have modelled planes in horrific way, but at least i learned Remove doubles with verticies merge and other things. After fixing it I have used and applied solidify modifier for my first time ever. All looked well, i removed doubles one more time (found 16 i think), and then UV mapped texture. And here comes the problem. In every single case one side of “plank” is textured well, and the opposite side of it is terribly distorted. That goes for every block in that model - one big side is ok, opposite one is distorted. Ofc UV coords of that blocks faces are identical.
I tried to scale it anyhow to get some kind of clear texture, but with no success. I encountered many problems during texturing, but never something like this. Also i triangled object to see if everything is ok (helped me once before), but both faces are really identical…or it seems so. . Only difference from what i have done before is that Solidify modifier.

I think, if you removed or added verts, you would have to re-unwrap it. Changes the order.

Hi,
Start with something simple by applying these different actions in order. (Here, I use Blender 2.81.a)

To make your object (platform_stair_rail), use simple Cube primitives:


If you use several Cubes to build your object, you must group them into one:

  • you select the set> CTRL + J

Then you go to the unfolding part of your object:

  • you go into Edit mode, you select the whole object.
  • you press the U (Unwrap) key and in the drop-down menu you choose “Smart UV Project”.
    -to object is now unfolded.

Now you have to apply a texture to your object:

Ok, to make my question little bit more straightforward.


I moved one face at UV map so you can recognize it, normally its on top on each other. I simply have no idea what is that face closer to camera doing…
I tried unwrap several times, ussualy i do Smart UV unwrap and then reset it, to get all faces stacked on each other. Then i select individual faces and Transform it and Scale it at UV map.

Ignore text below, go to EDIT.
I did some testing now and seems that its ok until i change that face at UV map by any other method then dragging it. I have add-on to copy UV coords, that breaks it. When i go U-Reset in Edit, it breaks it. Its like Blender for some reason thinks that those two planks are totally different size, so when i change all faces to be same scale, it breaks.

EDIT: ok, after more tests i’m quite confident that i somehow broke texture tiling at UV mapping. I tried another object without solidify, and i can’t get texture tiling working there too. Mystery to me is how i textured half of my model by texture tiling already and how on earth did i manage to texture tile that rail at exact half of the faces and on the other half it doesnt work. It works until i do that U-Reset trick, but i textured whole building exactly same way. I guess i have to study more what that U-Reset at Edit does exactly.

EDIT2: before i always textured tiled whole image, now i’m trying to tile only one third my texture image in Y axis… is that possible?

At the very least apply the object’s scale and then unwrap again. Your faces are twice smaller in Z axis than they appear.

Did that, it is still same after unwrap and U-Reset. One face is tiling properly, second face is not.
Without that U-Reset step in Edit mode it works fine.

If you select a face and U->reset, yes, it is very unlikely to have the same aspect it had before.

Go back and look at your UV map before and after a u->reset. Before, it might be long and skinny. Afterwards, no matter what, it’s going to be a big square ranging from 0 to 1 on both axes. I think you’re misunderstanding what UV reset is supposed to do.

If you don’t want the face to map to your entire texture space, don’t use u->reset. That’s all.

I don’t have problem with U-Reset, i have problem with UV mapping behaviour after that.
Hope YT is ok here, i made a recording. https://www.youtube.com/watch?v=gEm3Jc9ZTrM&feature=youtu.be
I hope now its clear why i’m so confused.

You’re apparently scaling two UV islands in the y axis. One of those islands is rotated from the other. They look the same, but the verts on one island correspond to a different verts on the other island.
Enable linked selection in UV editor and select verts to see exactly which UV verts correspond to which 3D verts, and I think it will make more sense to you.

UV reset completely resets UV. That means that the rotation after reset has no relationship to the rotation before the reset. I don’t know exactly how Blender decides rotation-- maybe vert order?-- but it’s not safe to assume any particular rotation after a UV reset.

It’s also not clear why you want to UV reset to begin with.

It’s possible that I’m misinterpreting something, and a file (preferably with packed textures) would help people get to the source of the problem more quickly.

Oh *** me, ofc you are completely right. I simply didn’t expect at all that those two faces have different rotation. I did that rail in barbaric way, fixed it vertices later, but ofc it doesn’t fix rotation. Simplest solution is ussualy correct one… Unwrap adjust to it, unless you reset…
I got used to UV reset becouse i started with tiling single texture in single image to maany faces at wall…so i stacked everything to get proper tiling. Also i dont quite understand seaming (more likely i have nothing in my model that requires it), and this seemed to be safest way…until now. Well i started quite advanced model (to my lvl) to learn a lot of things… its just way more than i expected :D.
Thank you very much for your accurate help.

BTW: one big lesson learned…don’t learn textures with images that you can barely see…

LOL yeah, that’s an important lesson :slight_smile: One of the reasons Blender comes with preset “color grid” images is because they’re a good way to judge UVs like that.

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