#Uv stretching

27 messages · Page 1 of 1 (latest)

carmine inlet
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I'm having 2 issues that are related

  1. the uv map was created with a ton of odd shapes that i had to fix, how do i prevent this in the future? (uv map image)

  2. When finished moving all the UVs I noticed the textures were stretched, how do i fix this? (hook model)

drowsy oracle
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I would also like to know if there's a better way to do this.

Right now, I think this behavior is expected. Blockbench seems to only be able to generate textures that are rectangular in nature.

However, for low poly models, your faces are not necessarily flat. I've noticed when trying to manually create a sphere, that some faces will end up with a slight amount of curvature. Also, unlike minecraft modeling, your faces are not enforced to be rectangles, but can be trapezoids and other four-corner shapes. From what I can gather, those "odd shapes" are actually the true shape present on the model face and it is actually more unnatural for the UV to stretch to fit a rectangle

Someone please correct me if anything I said is wrong! I still have a lot to learn 🙂

I'm super curious to know if there's a better way to handle low poly texture generating, I'm also having a lot of trouble syncing up pixel perfect textures on my low poly models - maybe it is not possible without a lot of manual labor

hard linden
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simple, dont use the auto feature and do it by hand

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face. by. face

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the essence of what lemming said is true, too

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your UV on the right image needs to be the same shape as the plane on the model. so if its a trapazoid, the uv cant be a cube or itll stretch

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atm blockbench's auto uv is not really designed for mesh mode, the algorithms used to generate the uv dont seem to understand non voxels

drowsy oracle
hard linden
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i really need to get with @viscid remnant at some point to do that mesh mode tutorial.

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lemme copy an explanation i sent to someone yesterday, it may help here

drowsy oracle
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the masses are waiting for part 2 🙏

hollow raft
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If the UVs are pretty well aligned horizontally or vertically, you could use the "Snap UV to Pixels" tool to snap the vertices to pixel corners, if you want to align pixels between faces. But that does deform the UVs

hard linden
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one sec, copying this post by post so i can keep the images.

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"so assuming youre happy with your mesh geometry, you need to edit the UV points. Before they do anything they need to check their "project settings" for how their models interpret textures. Whatever size you want each texture page to be, you should set the texture size setting to the same size. so if your texture sheet is gonna be 256x256, then this setting should be too. Failure to do this will result in the "unit size" of your texture to not be whole numbers. IE, a mismatch size means 1 pixel will not be one unit, but like .134 pixels per unit, etc."

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"Last I was aware BB has a low level automatic feature for it assigning UV's per polygon. but it never works right in my experience. Often causing non uniform pixels or the pixels to be at an angle and not straight etc. so what i do is first create a template grid like this."

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"This is just how i do it, so long as you can see how big a single pixel is and see straight lines then it works for diagnostic.
then, once i set my mesh to be assigned to my texture file, I go polygon by polygon editing the UV points. the easiest way to do it most of the time is to use the numpad key default shortcuts. pressing numpad 6 will lock you into a front view orthographic (perspectivelss) veiw, 4 backview, 7 side, etc etc. when you view the modeol without perspective you can more easily straighten out the UV's visually. The main thing to keep in mind is to keep the UV points arranged to keep the shape of the polygon so you get clean pixels. if i didnt have the top right angle of this selected face moved just right then the UV will worble and look stretched or squished"

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"like this, we want to avoid this"

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"its a tedious process but doing it like this gives you the most control over your UV and keep the space as efficient as possible.
You can of course apply different texture pages to different meshes if space is an issue. OR if you make your texture page bigger and replace the file, make sure you also adjust the project settings so the UV points line up properly on the new page size
i hope that gives a decent overview, but let me know if you need me to go into more depth on anything
"
so the TLDR, I recommend doing it manually per face, using a grid and the orthographic camera functions to get nice even clean pixels. Its gonna take a while and really only viable for low poly, but it gets you that nice PSX/N64 look without massively inflating the texture page

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i hope that explains a bit how i troubleshoot it

drowsy oracle
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incredible, thank you so much for this, I will try it out tonight!

carmine inlet
hard linden
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not that im aware, hence why i made the template texure

carmine inlet
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ok, thank you for the quick response bbcrown

hollow raft
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!close