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Distortion occur after straightening my UV. I use UV square and "Align UV + follow active quad" method. Usually is not much of a problem, but this time I am trying to create a pattern

As you can see from the image provide, the pattern is a bit distorted

enter image description here enter image description here enter image description here

Are there way to overcome this ?

Or is there other ways to create such pattern. Currently, I bake the one small part of the pattern to a plane (2048x2048) and then arrange the baked normal in a straight line if Photoshop. Is there a better way to approach this ?

enter image description here

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  • $\begingroup$ See what you get if you subdivide a bit $\endgroup$
    – moonboots
    Commented Sep 20, 2023 at 12:11
  • $\begingroup$ ok, just tried it. it looks better. But this was intended to be a low poly model... $\endgroup$
    – Kenny
    Commented Sep 20, 2023 at 12:16

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As the quads are deformed between the object and the UV Editor, the image is deformed as well, we can see the inside triangulation of the face, to fix that you need to subdivide with a Subdivision Surface modifier so that the deformation becomes unnoticeable.

If you need to stay low poly, duplicate your object A, subdivide object B with a Subdivision Surface modifier, plug its normal map directly into the Output and bake the Emit into a new copy (object C) that you've unwrapped (with a simple Unwrap mode this time):

enter image description here

Result of the bake, now you can use this map as normal map of object C:

enter image description here

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  • $\begingroup$ @Moonbot. thank you. that exactly what I need. $\endgroup$
    – Kenny
    Commented Sep 20, 2023 at 14:01

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