(I might just put “please pardon if this has been asked before” and “I’ve done the search thing here and in google” in my sig line, but here goes…)
Let’s say you have a series of lines that look like a paper clip in the xy plane. Extrude it in the z. Now you have curved “wall” segments and straight “wall” segments. Now you want to UV map a brick texture onto this curved “wall”. Problem: how to get a good UV mapping to get the brick image to curve around the curves and run along the straight segments without getting stretched, while maintaining even brick coursing. (The actual model I’m working on is more complex than a paper clip, this is just to get the concept down.)
My method has been to make seams where the curves and straight segments meet, and do a combination of cylindrical and square UV mappings, then, attempt to pin the vertices in the map together to get reasonably straight, consistent lines. But its really tedious, and I wondered if there’s a better way.
BTW, do I need to specify an radius for the cylindrical mapping that matches the radius of the “wall” curve?