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artemesia66
05-02-2003, 05:48 PM
newb question. i made a mesh that had some really big polys and some small ones. when i applied a texture, it was very distorted and stretched. went to the manuals, and now i know that meshes need to be as evenly spaced as possible. just no fun learning anything the easy way. :argh:

my question is this: how do i go about fixing the mesh? i've tried cutting the big polys with the knife tool or using subdivide on the large polys, but neither one seems to affect the mapping of the texture.

TIA

neonghost
05-02-2003, 06:02 PM
Try a different mapping projection method, such as cubic, and use the 'fit to object' option under Texture in the object manager.

If you must use UVW mapping, you will need a UV unwrapper (such as bodypaint or ultimate unwrap3d - http://www.unwrap3d.com ) to visually modify the UVW co-ordinates of the object.

artemesia66
05-02-2003, 06:13 PM
thanks, neon.

i have bodypaint, so i could use that to adjust the mapping. but what i don't understand is why if i subdivide the large polys the mapping doesn't adjust. do i need to regenerate the the uvw co-ordinates somehow? or am i using the wrong tool to subdivide them? or am i just completely lost?...

neonghost
05-03-2003, 05:47 AM
subdividing a mesh should not change the uvw map, the new polygons will be inserted in the original layout (which is why you're not seeing any change when you subdivide a large modified poly). Any movement, scaling, rotation etc of a poly will change the corresponding uvw map, as they are linked. This is a good reason to leave fixing your uv maps with bodypaint until you are sure your mesh is totally complete. It can be a bitch, but creating a good uvw map is often worthwhile (if time consuming).

if what you're trying to achieve is a continuous pattern or logo etc, you're really much better off with a different projection method, such as flat or cubic.

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