I've searched and toyed with this for quite some time. I have a penguin who's body is egg shaped and I'm trying to do the UV and texture for it. If I use projection from view then it comes out nearly OK except for a few areas (see image). The problem is that it seems no matter how I change the UV's vertices I can't fix the offending areas. I'm hoping someone can help. Thanks!

lower edge gets weird

Front view looks fine front view looks ok

  • $\begingroup$ How many subsurf levels have you set? Try to increase susurf level. $\endgroup$ – Paul Gonet Oct 5 '15 at 21:25
  • $\begingroup$ Thanks for the suggestion. I don't want to use subsurf because it is an asset for a game. $\endgroup$ – naphier Oct 6 '15 at 3:13

Try to reproject your texture upon a catmull-clark subdivided version of the mesh with the subdivide UVs option disabled.

This way you should be able to have more faces (and so a higher projecting accuracy), while maintaining the same UV islands.


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In my testfile this process was able to mitigate the effect of the distortion.

Once reprojected the texture, you can obiuvsly delete the modifier and keep your vertex count untouched.

  • $\begingroup$ thanks, but that's really not making much of a difference. That edge should continuously bow out. The white are is also mostly egg-shaped. I've tried up to 6 subdivisions. Any further and Blender is unusable.This is way harder to do than I expected :( $\endgroup$ – naphier Oct 7 '15 at 1:47

Make a higher subsurfed model and bake the normals onto the low-poly model. That should smooth out those distortions for you and keep your vertex budget level.


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