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This is my model: The Textured Character
(source: ezimba.com)

It has two triangular vertices on the front of the arm. Vertices
(source: ezimba.com)

How can I change the number of vertices to allocate for the texture without distorting it?

My .blend file.

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1 Answer 1

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First of all you have to transform the tris in quads, or you'll not be able to make loopcuts.

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Than make loopcuts in the elbow position with Ctrl+R

enter image description here

What is important is to check the Correct UVs option in the command option panel. This will prevent distortion while working with the new edgeloops.

enter image description here

Same thing when you slide them

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  • $\begingroup$ It forces me to place one at the middle, how did you duplicate and spread from the middle? And how did you get a texture map to appear? $\endgroup$
    – Post12346
    Aug 13, 2015 at 23:59
  • $\begingroup$ I started by placing one in the middle, than I slided it down (double press G). You can increase the number of loopcuts by rolling the mousewheel. About the texture map.. You mean how to open the UV/Image editor? See:en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics $\endgroup$
    – Carlo
    Aug 14, 2015 at 0:35
  • $\begingroup$ I did what you said exactly, and what the wiki said, and when I bent the arm the half with his hand wound up shrinking. How can I fix that so his arm will curve? instead of bending at a straight angle and shrinking the tip? $\endgroup$
    – Post12346
    Sep 4, 2015 at 17:41
  • $\begingroup$ Sorry, I can't figure out what is the part that has been shrinked. Can you add a screenshot of the situation? And maybe a scketch of what you want to achieve.. $\endgroup$
    – Carlo
    Sep 4, 2015 at 18:18
  • $\begingroup$ The top is technically the player's shoulder, even though it has just bricks for arms. The part with the "wristband" that has a checkerboard is the bottom half, which is it's "hand" and the way it should render is have it curve at the back and bunch slightly at the front, like a person's elbow would. $\endgroup$
    – Post12346
    Sep 13, 2015 at 18:54

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