Textures Distorting with Sub-Surface Mod (Blender Noob/low IQ)

I was trying to learn how to do simple textures and it seems like the easiest way for someone with a low IQ like me is using the UV thing.

Go to “UV Edit” > Select “Faces” > Press “U” > “Export UV” > Make a texture with a 3rd party program > “Use” Texture;… (something like that).

Problem I am having is that the Texture distorts/warps when I use sub-surface modifier and I really want to use sub-surface modifier.

Any ideas? I hope the terms are fairly easy since I am now. Hopefully it’s something like explaining to a 5 year old kid xD

This is when using sub-surf mod (texture becomes warped):


This is w/o sub-surf mod applied:


How may I get non warped text/textures while still using sub-sur (w/ shaders applied) f w/o having to manually “make faces/vertices/edges square-ish”.

Thanks in advance and sorry for the hassle.

Can’t say it will be the perfect solution, but in the Subdivision Surface modifier, there’s an option that by default is enabled called " Subdivide UV ", try to disable it and see if it still deform your texture badly

First you could “relax” your geometry making quads more even.
When you do U - unwrap look on the T panel or press F6 for options on command; there is a bunch, some are self explanatory some you rather check on wiki. Here i used U - Project from view and had nothing more to do. No stretch no distortions. Might depend on your whole model though.


http://www.pasteall.org/blend/29401

Sadly, ticking it off made the distortion worse :frowning:

Bummer. I guess I have to redo the whole thing and basically follow your topology “by the letter” (low IQ, can’t think on my own).

That text/texture is amazing! How does it have some subtle depth (the word “OPTIONS”)… yet there’s nothing on the topology?

That’s amazing. How did you make the text seem “3D”?

It looks like the “OPTIONS” Text have some depth to them but there’s none on your geometry/topology.

I’ll try the

There is texture - normalmap which makes that illusion and another, white on top of that. Technically that is another material, texture just mixes them.
To the topology- it is about the same you had just some more added. To get them evenly spread out - Loop Tools addon - Space and Relax.
If you start from circles and curve there is no much you could do differently without criss crossing things badly.
Again, it all depends on what you have on a whole object.

Thanks. Is there some +rep system?

I ended up just following closer to your clean topology and it seemed to have removed the distortion.

I tried using the Loop Tools (relax and space) and I made the topology worse on my original messy geometry.

Thanks again!

With Loop Tools it’s better to work on each loop separately, not the whole mesh at once.
Click-select one vertex, Ctrl-click end of segment and Relax. There are some options available - Input - Parallel all can be useful e.g.
Sounds like a lot of work to do but it’s fast ;).