How can one subdivide at an arbitrary position, say the cylinder side faces, using CTRL+R (subdivide loop tool), so that the texture is not stretched like this:


enter image description here


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If this is not possible with this tool, is there another way, like for instance recalculating a group of UV coordinates by means of their vertex position and their surrounding vertices.


The loop cut operator has an option to correct UVs. Enable it in the redo panel, below the tool shelf or with F6:

enter image description here

You could also use the knife tool (K), with angle constrain (C) and cut through (Z):

enter image description here

  • $\begingroup$ Wow man! that was fast!, and that GIF video screen capture is awesome. $\endgroup$
    – rraallvv
    Sep 21 '14 at 20:52
  • 4
    $\begingroup$ It's called LICEcap if you want to try it out. $\endgroup$
    – Neil
    Sep 23 '14 at 17:29
  • $\begingroup$ It's only partially related but I want to note for the record that "Inset Faces" also works without distorting the texture mapping - great if you're adding more detail to an already-textured mesh. $\endgroup$
    – user45623
    May 1 '16 at 7:57

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