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I'm trying to figure out the proper way of generating a UV map that does not distort.

I'm trying to generate a UV map to place a normal map on top of, that doesn't stretch to the vertices of the mesh. See image 4 where it naturally stretches to the X and Y dimensions of the mesh.

Is there a better way of doing this? It seems to have worked in image 5, but I would prefer to have it be exactly squares.

Also, is it possible to have the floor be slightly glossy so that this normal disrupts its perfect surface?

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3 Answers 3

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You can use Object Coordinates to get a undistorted UV map without manually unwrapping the model.

Unlike the Generated coordinates which stretch to whatever size the mesh is (even if the object's scale is set to 1), object coordinates always stay square.

Here is a plane with generated coordinates.
plane with generated coordinates

Same plane now with object coordinates.
plane with object coordinates

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Go into top view, select all vertices, and pres U > Project From View

Project From View

This will work excellently as this is just a plane. All you then need to do is change the texture coordinates in you material from Generated (your current setting) to UV.

UV Coordinates


To add some gloss, just mix your diffuse with a Glossy BSDF shader with the same color input, like so:

Mix Shaders

You can then edit the Factor of the Mix node to decide how much gloss, and the Roughness of the glossy shader to determine the sharpness of the reflections.

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  • $\begingroup$ Okay I'll give that a go! $\endgroup$
    – 835
    Commented Feb 28, 2015 at 16:07
  • $\begingroup$ It doesn't seem to have worked i.imgur.com/syStsBD.jpg $\endgroup$
    – 835
    Commented Feb 28, 2015 at 16:22
  • $\begingroup$ @Peter Mapping node goes before image texture, image texture color goes into both glossy and diffuse. That should fix it. Let me know if it does $\endgroup$
    – J Sargent
    Commented Feb 28, 2015 at 16:24
  • $\begingroup$ @NovieInDisguise But if I connect the Image Texture Color to my Glossy BSDF then I lose the specific color in the glossy shader... as it gets replaced by the color of the image texture $\endgroup$
    – 835
    Commented Feb 28, 2015 at 21:48
  • $\begingroup$ I misunderstood, color has nothing to do with it, I thought you wanted to color it. Should be fine. I just find it easier to blend it (depending on the circumstances) if I use the same colors, or at least derive them from the same input. $\endgroup$
    – J Sargent
    Commented Feb 28, 2015 at 21:51
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You can also manually set the texture space to be square again.

Before any change:

Plane with a stretched checker texture

To fix it, you should:

  1. Select the object.
  2. Go to Object data tab.
  3. Uncheck Auto Texture Space.
  4. Make sure that all size dimensions have the value 1.

Properties before fixing it

enter image description here

And this is the result:

enter image description here

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