Texture problem after subdivide.

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Texture problem after subdivide.

Everything is going great I have a UV map I like everything is in quads. I think I've been successful then I add subdivision and Bam! Texture problem. Any idea what is causing this? No problem until I turn on the subdivision modifier.:frown:
 

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Hi Uncle808us,
To avoid this, subdivide first, then make seams and unwrap UV and then work on your texture.
subdividing changes the UV mapping because its changing the shape/geometry.

Shift Studio.
 
Hi Uncle808us,
To avoid this, subdivide first, then make seams and unwrap UV and then work on your texture.
subdividing changes the UV mapping because its changing the shape/geometry.

Shift Studio.

Boy and I was so pleased with my UV map. Thanks
 
Before resorting to remapping onto a subdived mesh (which can be pretty painful) try applying a crease strategically (it won't necessarily create a "crease" and it may stop the stretching you're seeing).

Attached image:

6-sided cylinder with caps removed, default UVs, and one ring cut. From left-to-right — no subdiv, subdiv, subdiv with "crease" applied to ring cut.
 

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Good tips.

I have experienced this also when adding an entrance doorway to a building, the warping can occur close by near the edge of the new hallway where it used to be uniform before. To alleviate and reduce the warping, I'll go in at the warped point of the texture, and see where the best place would be to apply a SCAPEL line to smooth it out. The line will connect two other edges, but more often than not, smooth out the warping by reducing its appearance.

As Frank Suggests, your original UV Map will remain as it is provided you don't "remap" it and leave it as is, though the new line can be adjusted as needed if necessary by clicking on it in the Open GL work window, then adjusting if needed in your UV Map screen with transform of the edges, points, etc.
 
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