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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:

Before

enter image description here

After

enter image description here

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.

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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

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  • $\begingroup$ Wow man! that was fast!, and that GIF video screen capture is awesome. $\endgroup$ – rraallvv Sep 21 '14 at 20:52
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    $\begingroup$ 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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