Unwraping to Straight Quad Faces in UV Editor

Hi, I’m trying to unwrap a tree trunk I made from a circle shape that I extruded. It have a bulge at the base and tapers near the top (It’s for a palm tree and will be made as a game asset). For example, when I import a trunk I made in Xfrog, I get UV faces that are lined up in straight boxes that I can fit within the texture area of my choice. When I make a trunk from scratch in Blender, I’m having a hard time figuring out how to get the same type of result. I chose to make one from scratch because Xfrog imports triangulated meshes that have more tri count but I can make the same shape with less tris from within Blender with an extruded circle.

This first image is what I get when unwrapping an Xfrog mesh. Note the straight edges will give me a nice seamless texture around the trunk because it’s straight.


This is the best I find myself getting from a Blender native mesh made from a circle after a “cntrl+A, scale” operation.



With the Blender made mesh, the edges will not give me a seamless textured trunk because of the shape. I tried all unwrap projection types. Any ideas?

On the unwrap menu, choose ‘Cylinder Projection’. Right after it, press F6 (or look in the bottom of the Tool Shelf (T)), and set the direction to ‘Align to Object’.

Thanks Secrop. I did the trunk over from scratch and used “Cylinder Projection” and got what I wanted right away. I think I may have made a mess at the start the first time by choosing the wrong UV type. If we choose regular “Unwrap” in the beginning, does it affect any following choices if we do not undo before choosing another?

BTW, I will remember the tip if I have any similar problems in the future.

I don’t think so… (but I’m still old school in terms of unwrapping, and I don’t use the operator extensively)
Maybe the Documentation can be more precise about it.