subdivide UV map?

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  07 July 2010
subdivide UV map?

I have some basic shapes that are more rectangular than square. In order to get the most out of my UV space, is there a way to subdivide only the uv map? In this way I could cut a rectangle into two squares without affecting the geometry.
  07 July 2010
No, you cannot. Polys and UVīs refer to each other in terms of UV and XYZ space, Iīm afraid
  07 July 2010
I see... So I can stop worrying about that now. I suppose one more edge loop wont be a big deal.
  07 July 2010
you can just scale the uvīs to fit the uv space, and then just donīt use a square texture, u can use a 1024 * 2048 for example and nothing bad happens iīve even used textures like 4k *256 pixels, thereīs no pb at all with using non square textures
  07 July 2010
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