#Is there any way to recalculate grid distribution after warping a model?

13 messages · Page 1 of 1 (latest)

young marlin
#

I'm not sure how to phrase this, but when warping a model (before applying a texture) Blockbench seems to also warp the spacing or density of the texture. In the example here, I did a loop cut on the yellow pipe and moved the cut to the top of the model, resulting in all of the grid squares being stretched on one side of the cut and squashed on the other side. There's also some other weirdness in other parts of the model. I'm not sure what this would even be called so I am having a hard time googling, but what I'm looking for would be to distribute this grid so that each part of the UV texture applies to a roughly even size on the model (just like if you were to texture a default cube, each pixel in the texture maps to a perfect uniform pixel on the cube)

carmine auroraBOT
#
Welcome to the help forum!

Please make sure to read #1021015331910713395 as it may answer your question!

Once your question has been resolved, please mark the post as closed by using the </close:1163944441741049897> command.

supple lotus
#

Not sure if there’s actually a setting for this given that when you alter the shape of the mesh you’re altering the shape of the UV

#

I would just re-wrap the model after you do a huge change like that

young marlin
#

this is all before adding a texture and UV unwrapping. It seems like the uv unwrap maps to the grid shown here, and I can't tell how to even out that grid

supple lotus
#

#

those grids are there to display how the UV warps

#

I thought you had the pixel grid turned on for texturing already

young marlin
#

so there's no way to even out that grid?

supple lotus
#

manually

young marlin
#

I see, I was confused because the auto-UV-unwrap parameters don't pop up until you go to add a texture, which implies to me that the UV hasn't been unwrapped here yet

supple lotus