2
$\begingroup$

I modelled this little wall in Blender and I dont know how to get the curve straight. Can somebody help?

http://prntscr.com/g2ljc6

I changed a few things with my model and Im not sure how to get the x-scale of the selceted faces of the UV exactly like the x-scale of the faces underneath...

Does somebody know how to fix this?

enter image description here Screenshot

$\endgroup$
2
  • 4
    $\begingroup$ Hi, I'm not sure about what you ask, but if you wish to have the UV map straight, even if the mesh is curve, try the "follow active quad" unwrap option. $\endgroup$
    – m.ardito
    Commented Jul 31, 2017 at 11:40
  • $\begingroup$ This question also offers some options. You could even use the built-in UV align tools. $\endgroup$
    – sambler
    Commented Jul 31, 2017 at 17:21

2 Answers 2

2
$\begingroup$

A simple way to do this, if you don't want to unwrap again, is to select and scale the edges. Select the top edge of your curve like this: enter image description here

Then press:

  1. S
  2. Y
  3. 0

The scaling result: (Repeat for the bottom edge) enter image description here

Lastly scale the bottom edge along the X axis. The final result: enter image description here

$\endgroup$
0
$\begingroup$

In your UV map, straighten out the coordinates of your curve so they form a straight line. When you texture a line on top of the straight, it will get bent with the curve of your mesh. Remember, textures on a UV map will behave like you make it.

Put a line on a curve, and you get a line on your curve. But but a line on a straight, you will get a bent line on your curve. UVs are simply coordinates; Which pixels will go where.

Screenshot of what I'm talking about; enter image description here

$\endgroup$

Not the answer you're looking for? Browse other questions tagged .