So I have a spaceship with basic box modeling and I have UV unwrapped it to get my texture map.
When I paint on the map in photoshop I am finding that the texture doesnt “bend” or follow along with the sub division modifier.
So my model is angular, but when sub divided it is sound.
Surely if I follow my texture map exactly (in an angular fashion) it should bend it as per the geometry on the model.
See the attached flat texture and in turn how it is being applied to the model.
The model is getting the sub div modifier but the texture is following the original angular shape.
Surely this isnt correct.
I think this is happening because Blender Does subsurf to the UV map as well as the model… so where you have a jagged red line on your UV map it would work better if it was a curve. There is a tickbox in the Subsurf settings - subdevide UVs… this MAY fix it.
Add extra supporting edges close to that area. The texture is following the subsurf as far as I can tell. Each of the “dips” are edges pointing towards the center and the “bulges” are edges around the shape. To flatten this look out a bit, you need support edges around the shape to push the texture into behaving.