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Marius Oberholster Hey! I'm having an incredible learning experience, not only learning how Blender works (yes, still learning), but also about Open-Source and the incredible software available. Stick around!

UV solution

Posted by Marius Oberholster on Friday, January 10, 2014 Under: Tips
Hey all!

Recently I was working on a tile example and I found something weird (this is in Cycles). I'm very used to Blender unwrapping well and having no problems with it's unwrapping, but there is one:

When your shape is too simple, with originally too few coordinates,
your unwrapping will not stretch or distort your textures along the unwrapping.

What I did find, very thankfully from above, is that if you subdivide it a bit, at least once, Blender has more points of reference and your UV will now distort right and keep distorting well after dissolving the subdivide again.

Note: You can dissolve excess vertices by selecting them and and pressing Space for the search and typing in Dissolve. You'll then see the Dissolve for faces, vertices, edges, limited dissolve and selection.

I would advice to keep the initial subdivide if it is something that is very simple and you can afford a handful of vertices more, just for the sake of stability.

Hope this tip helps you all!!

It certainly did me. I was so confused as to why this just would not work right. I always thought that people who did subdivide it were just wasting time, haha. But, the first time I was proven wrong was for Vector Blur. Remember I did a post on that a while back that shows if the shape is too simple and large, there is not enough points of reference for a good blur and what fixes it; subdivision.

Have a fantastic day everyone!!

Thank YOU!!!!!!!

In : Tips 

Tags: jesus  subdivide  blender  render  cycles render  bi  working  simple  large  points  reference 

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