This thing has been confusing me for a long time now… I have a workflow like this (modeling a house):
- Create a house texture in Photoshop with the canvas size of 2048x2048. The actual house image inside the canvas is usually a bit smaller and not necessary a square shape.
- Take this image in Blender as a BG image and model the house in front view based on the image. This results in a mesh that is not a perfect square (since the image of the house wasn’t a square either).
- Select the front face of the mesh and UV-unwrap. This is where I get confused: even though the mesh I’m unwrapping is not a square, it travels to the UV/image editor as a perfect square. In other words the proportions are wrong. When I load in my house texture into the UV/image editor, it doesn’t line up with the uv-face anymore because of this.
My question is, why does Blender change the aspect ratio of a face when it puts it in the UV/image editor? Is there something I can do to get the right proportions back so that I can just load my 2048x2048 texture into the UV/image editor and have it immediately line up?
Is there any workflow in which I can be sure my image automatically lines up in the UV/image editor (if I modeled the mesh based on that same image)?