Coming from MODO, I'm playing with Nodes and the UV editor. Strange thing I made a UV of a simple side of a cube (a square) but when I imported the image the UV stretched to fit the image. In MODO it was the image that scaled not the UV. So why did the UV stretch to fit the image and result in a distorted image? Yes I can scale the UV back but it's a bit of a guessing gain to remove distortion.

Also how can you stack UV islands so they are packed on top of each other as I want to same image to be tiled over 9 separate faces on this Rubik's Cube I'm playing with. In MODO you could stack them on top of each other. I managed to do this by accident when 'J' joining all the objects after making the UV but I was wondering if there's a Pack option for after-the-fact.

Hope this makes sense.

  • $\begingroup$ Related blender.stackexchange.com/questions/66727/… $\endgroup$ – Duarte Farrajota Ramos Jul 6 '18 at 18:10
  • $\begingroup$ if, in the Node Editor, you create an Image Texture node, then load the picture in this node, and unwrap your object again, then the UV will keep its correct size $\endgroup$ – moonboots Jul 6 '18 at 18:27
  • $\begingroup$ can I stack the UV's on top of each other with a Pack option (like in MODO) so the faces share the same Texture? $\endgroup$ – Paul Hitchman Jul 6 '18 at 18:28
  • $\begingroup$ yes, if you do a simple Unwrap, by default the faces will overlay $\endgroup$ – moonboots Jul 6 '18 at 18:45
  • $\begingroup$ OK thank you... it's just all a bit strange since MODO $\endgroup$ – Paul Hitchman Jul 7 '18 at 5:34

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Browse other questions tagged or ask your own question.