Stopping texture stretch over extruded/deformed meshes?


#1

Hi all,

I am new to blender, I am just texturing my first model, however the problem I am finding is that when I place a UV texture onto my model, anywhere where I have extruded,stretched or in some way deformed my mesh while modelling, the texture is stretched/deformed over these parts also, is there a way to stop this happening?
I would be very grateful of any advice!

Thanks in advance


#2

No. There is no way. First model, then map.


#3

Post a screenshot , will be easy for people to help you out with your problem. After you complete your model do a UV map , ensure there is no overlapping.

Vic


#4

I note you’re new to Blender. I am going to make an assumption that you’re new to 3D as a lot of entry level people start with free software. If not - disregard the rest of this post.

Welcome. You may not be aware of the power of UV mapping. It’s not just another option in the texture properties window, but a way of tightly controlling how a texture fits a mesh.

Take a cube. You want to paint dots for a dice on it. In the real world, you could take a piece of paper mark out an unfolded cube on it, draw the dots then glue the paper around your actual cube and voila - a textured cube!

UV mapping involves taking a flat 2 dimensional image of the texture and telling the 3D software exactly what parts of the image fit on what parts of the mesh.

As you search these, and the Blenderartist.org forums you will find a large number of UV mapping tutorials and techniques. Good luck.

(Oh and note for trivia - UV refers to the XY co-ordinates of the 2 dimensional texture, but in 3D X, Y and Z are already taken so to avoid confusion we use U and V )


#5

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