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!
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$\begingroup$ How many subsurf levels have you set? Try to increase susurf level. $\endgroup$– Paul GonetOct 5, 2015 at 21:25
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$\begingroup$ Thanks for the suggestion. I don't want to use subsurf because it is an asset for a game. $\endgroup$– naphierOct 6, 2015 at 3:13
2 Answers
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.
Before:
After:
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.
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$\begingroup$ 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 :( $\endgroup$– naphierOct 7, 2015 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.