Texture bad on 90 degrees of main surface. when do you guys typically handle it?

so like as you can see the texture is not working on the “thickness of the 3d plane” part.

I can either play around with the UV unwrapping thing

or I can apply the solidify and again play around with the UV and I forget if I made it work though.

Any ideas?

Using a solidify after UVing will only ensure that one surface is mapped, stretching out the new geometry on the UV off a single pixel, giving you what you’re seeing now.

For an object that simple, all you really need to do is set it the mapping to object on the texture coordinates node, then set the texture to box projection, like so:

Though a proper UV mapping would be better overall, giving you more control. Apply the solidify, then mark the edge pieces onto their own islands, like so:

wow mine doesn’t look like that. It looks like this


how do I make it like yours?

For a procedural texture you need a box mapping setup.

Here is a file with a box mapping nodegroup you can append ( I can not remember who shared it here on BA so credit goes to “UNKOWN”)

BoxMapping.blend (174.6 KB)

That’s weird looking. Show a shot of your model in edit mode so I can see the seams.

Oh it’s the same one I asked about in the beginning. How do I make the UV like the pros?

Do I have to start modelling it differently or?
I might try to destroy the thin side and to make a new object for the thin side and put texture there too as a workaround :smiley:

:hugs: just sending hugs becaue its good for health

I’m not exactly a pro, but I do know a little bit about UVing.

Pretend that you’re holding your model in your hand. You want to flatten it out on your table so you can more easily draw on it. Kinda like reverse papercraft. Your model is one contiguous piece though, so you have to take some scissors, and cut parts of your model to unfold it.

You do a few snips, and you get something like this:

Or like this:

Or even this (which is probably the best, since it gives you the least distortion, even though it takes up the most space.)

So you see what’s going on, right? UVing isn’t that hard to do, though it does take a good bit of trial and error to get a feel for.

Hi,

You need to understand how to work with UVs, using different methods, and make manual adjustments by dragging vertices, edges, faces here and there etc. etc. etc., until you get yourself the exact result that completely satisfies you — that’s what practice is.

At the end of the day, it all depends on your skills when it comes to modeling. If your model is made properly, chances are your UVs will be just as good; but if your model isn’t that good, you may run into some issues during UV unwrapping process — that’s just the way it works.

Me, myself, if I were in your shoes, I’d start out from learning some modeling basics and then, once you gain some skills, start learn UV unwrapping. There are a lot of tutorials on YouTube out there where you can find various tips and tricks on how to do this or that, just Google it.

So, yeah, it does take a good bit of trial and error to get what you want.

Anyway, you’re doing just as fine. Just don’t give up on that, keep practicin’, and the rest will come :wink:

Hope that helps,
Cheers