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First, a picture to show my question:

enter image description here As you can see in the second picture, when I scale two vertices of a quad the texture gets distorted wrong. Because a quad is basically two triangles, when I distort the quad only one triangle is being stretched, so the texture warps badly revealing the hidden edge.

I want to map the texture as in the 3rd image (I've done that subdividing the quad multiple times). Is there any option to map the texture so I get the same result?

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  • $\begingroup$ can you upload your blend? $\endgroup$
    – user320
    Oct 3, 2013 at 15:46
  • $\begingroup$ I made this on the fly. Modifying the quad and exporting, and then mix the images in gimp. So I am afraid is not a single blend (and I already deleted it) $\endgroup$
    – DavidGasku
    Oct 5, 2013 at 16:03

2 Answers 2

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If you distort the quad, the UV-map must be distorted the same way to keep the texture undistorted. I suspect you will not like this answer. :)

Undistorted quad

UV is distorted same as quad. Distorted quad and distorted UV

Distort texture in image editor. Or bake from the subdivided mesh to the lowpoly. Distorted texture

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  • $\begingroup$ I guess it's just how quads work internally, and they are not designed to be distorted. $\endgroup$
    – DavidGasku
    Oct 6, 2013 at 16:07
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It is inevitable due to how UV works, because you are making a big distortion on a large area on UV. To solve that, you can add a Subsurf modifier to it, switch to Simple mode in the modifier panel, assign a relatively high level (for both View and Render), normally 2 to 4, until you get a expected result.

enter image description here

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  • $\begingroup$ Doesn't only affect the viewport in my case. I tried Cycles and Internal and both get the same issue. $\endgroup$ May 16, 2017 at 22:33
  • $\begingroup$ You are right about it, just updated the answer, thanks! $\endgroup$ May 17, 2017 at 1:27

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