Help me figure out what am I doing wrong here, Tried modeling it again but, this issue still persists. What is the reason for this distortion and how do I correct it?.
Ps. I tried UV unwrapping and added texture coordinates, nothing seems to work.
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1$\begingroup$ Hello could you please share your object? blend-exchange.com $\endgroup$– moonbootsOct 9, 2022 at 13:24
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$\begingroup$ since we don't see your geometry and it looks like you are not that experienced you should provide your blend file $\endgroup$– ChrisOct 9, 2022 at 13:29
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$\begingroup$ Hi! Yes I am still on the learning curve 😄 I have added the blend file @Chris $\endgroup$– Fix The PixOct 9, 2022 at 13:53
1 Answer
You achieved the brushed metal look by stretching the Noise Texture on the X-axis, but you need to do so for the Z-axis as well, so it also works "up and down":
2 things to note here, however - 1. because you are using Object texture coordinates, changes you make to one axis (such as stretching with a Mapping Node), often affect the others. Increasing the Z-axis stretch will also affect the X-axis - because of this you may want to back off on the X as you increase the Z.
- doing this will cause the "front and back" of the object to stretch accordingly (because you are using object texture coordinates - see image above), if you want the best chance of having a proper "brushed look" all over the metal, you are probably best to use UV texture coordinates:
Doing this, however will require a proper UV map (which you already seem to have) - yours seems to be in pretty good order, save for the strange (unnatural) direction of some of the brush marks (to fix this, just select the necessary UV island(s) with L and move/rotate them as necessary). There is also a visible seam on one side which unfortunately cannot be avoided, however you can place it somewhere less visible.
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$\begingroup$ Thank you very much, for the thoroughly explained solution! @Christopher Bennett $\endgroup$ Oct 9, 2022 at 15:02