Skip to main content
deleted 11 characters in body
Source Link
vklidu
  • 37.2k
  • 1
  • 64
  • 143

I don't think I understood your question. What is the reason use such deformed UV? What is your base mesh? And what is your final shape? Until someone who undertood(who understood better answer your Q) ... here is a tip.


I guess your mesh is always square, just stretched is some direction. So what about ...

  • Select all faces UnwrapReset.
  • With all selected and one face selected as Active (bright one) UnwrapFollow Active Quad

enter image description here

Like that you can get even distribution again for your texture.

enter image description here

Also it is still square when view from top, so you can go to Top View (7) and Unwrap > From View

I don't think I understood your question. What is the reason use such deformed UV? What is your base mesh? And what is your final shape? Until someone who undertood better answer your Q ... here is a tip.


I guess your mesh is always square, just stretched is some direction. So what about ...

  • Select all faces UnwrapReset.
  • With all selected and one face selected as Active (bright one) UnwrapFollow Active Quad

enter image description here

Like that you can get even distribution again for your texture.

enter image description here

Also it is still square when view from top, so you can go to Top View (7) and Unwrap > From View

I don't think I understood your question. What is the reason use such deformed UV? What is your base mesh? And what is your final shape? Until someone (who understood better) ... here is a tip.


I guess your mesh is always square, just stretched is some direction. So what about ...

  • Select all faces UnwrapReset.
  • With all selected and one face selected as Active (bright one) UnwrapFollow Active Quad

enter image description here

Like that you can get even distribution again for your texture.

enter image description here

Also it is still square when view from top, so you can go to Top View (7) and Unwrap > From View

added 70 characters in body
Source Link
vklidu
  • 37.2k
  • 1
  • 64
  • 143

I don't think I understood your question. What is the reason use such deformed UV? What is your base mesh? And what is your final shape? Until someone who undertood better answer your Q ... here is a tip.


It seems to me easier to select all faces UnwrapResetI guess your mesh is always square, just stretched is some direction.
With all selected and one face selected as Active (bright one) So what about UnwrapFollow Active Quad...

  • Select all faces UnwrapReset.
  • With all selected and one face selected as Active (bright one) UnwrapFollow Active Quad

enter image description here

Like that you can get even distribution again for your texture.

enter image description here

Also it is still square when view from top, so you can go to Top View (7) and Unwrap > From View

I don't think I understood your question. What is the reason use such deformed UV? What is your base mesh? And what is your final shape? Until someone who undertood better answer your Q ... here is a tip.


It seems to me easier to select all faces UnwrapReset.
With all selected and one face selected as Active (bright one) UnwrapFollow Active Quad

enter image description here

Like that you can get even distribution again for your texture.

enter image description here

I don't think I understood your question. What is the reason use such deformed UV? What is your base mesh? And what is your final shape? Until someone who undertood better answer your Q ... here is a tip.


I guess your mesh is always square, just stretched is some direction. So what about ...

  • Select all faces UnwrapReset.
  • With all selected and one face selected as Active (bright one) UnwrapFollow Active Quad

enter image description here

Like that you can get even distribution again for your texture.

enter image description here

Also it is still square when view from top, so you can go to Top View (7) and Unwrap > From View

added 156 characters in body
Source Link
vklidu
  • 37.2k
  • 1
  • 64
  • 143

What is the reason use such deformed UV?I don't think I understood your question. What is the reason use such deformed UV? What is your base mesh? And what is your final shape? Until someone who undertood better answer your Q ... here is a tip.

 

It seems to me easier to select all faces *UnwrapUnwrapResetReset.
And with stillWith all selected and one face selected as ActiveActive (bright one) UnwrapFollow Active Quad

enter image description here

Like that you can get even distribution again for your texture.

enter image description here

What is the reason use such deformed UV?

It seems to me easier to select all faces *UnwrapReset.
And with still all selected and one face selected as Active (bright one) UnwrapFollow Active Quad

enter image description here

Like that you can get even distribution again for your texture.

enter image description here

I don't think I understood your question. What is the reason use such deformed UV? What is your base mesh? And what is your final shape? Until someone who undertood better answer your Q ... here is a tip.

 

It seems to me easier to select all faces UnwrapReset.
With all selected and one face selected as Active (bright one) UnwrapFollow Active Quad

enter image description here

Like that you can get even distribution again for your texture.

enter image description here

Source Link
vklidu
  • 37.2k
  • 1
  • 64
  • 143
Loading