UV mapping W/Subdiv = Wobbly textures?


#1

hello again!

Ok so I am onto some UV mapping now and wondering, why is it taht when I have my model UV mapped and turn on subdiv (+ key on num pad) the texture deforms horribly?

The only work around I have found so far is to subdivide the the mesh through the create menu which obviously means that things get laggy etc when workign with big scenes…

How do people work with this in a production or animation environment?

PS… I am modelling an engine thruster so basically a big cylinder and have used texture projection > contour stretch UVs

Any help much appreciated!

Lovelove


#2

Hmm, well it has been my experience to do something similar to what you discovered. However, you may be able to prevent a large increase of polygons by carefully adding supporting edges to prevent the subds from “pulling” on the mesh so hard.

Keep your polygons “square-like” and evenly distributed, and the texture stretching (along with other problems) won’t be as noticeable.

Oh, and best I have right now is to conceal the seam.

Oh, and don’t rely on the subdivide tool in the Create menu. Unless you had planned to use it, don’t use it. You’re better off surgically adding edge loops to prevent the stretching. For future modeling, plan for the subdivide tool to assist you in generating higher density meshes for textures, weight maps, collisions, etc.


#3

I made a video for you on this: https://vimeo.com/49869811

Edit: I know you’re a pro, but I did enjoy making this video with the intent to target my own students, who know very little on these subjects, and have the most to gain. So, no offense intended.


#4

Evening buddy,

Thanks for the information! Sorry for the late reply.

After some playing I realised too that the solution was probably the same as you suggested. I wasn’t sure if this would completely solve the problem but now I guess it does as long as you put in enough edge loops :slight_smile:

All in all though I am pretty pleased with how softimage handles everything so far, that was the first little quirk… hopefully one of not of too many.

Thanks for your time! All the best, William.


#5

I’m very happy I could help you, and I look forward to solving (or at least point in the right direction) the next problem. It’s good fun!


#6

Wicked look forward to it :slight_smile:


#7

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