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I've created a street by adding a street texture on a plane. I created a curve and added an array modifier and curve modifier on the plane. I made it let the plane follow the curve.

It looks like this:

Street, texture preview and modifier settings

I need to export this now. For this (I guess) I need to apply the modifiers. Unfortunately the texture mapping is changing.

Is there a way to keep the texture mapping but after applying the modifiers?

Edit: Here the versions with applied modifiers:

enter image description here

It seems that applying the array modifier removes the texture repeat and applying the curve modifier removes the texture... distortion.

And here my blend file.

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    $\begingroup$ I assume it is the Curve modifier that is the issue, not the array (try applying the array without a fit type and use the curve modifier to curve it). $\endgroup$
    – J Sargent
    Commented May 5, 2015 at 14:39
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    $\begingroup$ What does it look like with the mapping broken $\endgroup$ Commented May 5, 2015 at 14:40
  • $\begingroup$ @GiantCowFilms Added some images. $\endgroup$
    – fedab
    Commented May 5, 2015 at 20:24
  • $\begingroup$ @fedab what texture coordinates you are using for mapping ? $\endgroup$
    – Chebhou
    Commented May 5, 2015 at 20:26
  • $\begingroup$ You should post the .blend to PasteAll.org. I used the same setup that you show in the images and it works fine for me. It looks like something else that you are doing is affecting the results. $\endgroup$ Commented May 5, 2015 at 23:50

1 Answer 1

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One way to handle this is to use UV Mapping right from the start. For this, you can press Numpad_7 for top view. Now if you press Numpad_4 several times, the view will rotate along the z-axis. Once the positioning matches the texture orientation press Numpad_5 to set the view to Orthographic. Now press u and select "Project From View (Bounds)" You could just use Unwrap or Reset but there is no guarantee that you will have the mapping aligned to the texture's direction. If it's not then you'd have to rotate the UV's and/or scale by -1.0 along one of the axis(that can be confusing, it's best to avoid).

enter image description here

Now you should be able to apply the modifiers and have the following result.

enter image description here

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