Hi, I want to map a texture on a 3d-dimensional object with “Project from View”. However, I noted that - although I don’t use triangles but only quads - the texture is somehow distorted along the inner edge of the quads that divides them into triangles:
ok, is there any solution for this problem in Blender? I don’t want to move the vertices manually in the UV editor. I just would like to have an adequate projection mapping for a certain perspective. I thought, this is the purpose of the “Project from View”-function!?
I think it is doing what it should be but if you project on angled faces and you look at it at different angle
it might look distorted but this is how projection works !
The problem is not the distortion which you can see from different angles but those one that are caused by the triangle-representation of the quads (see first picture, where I used the view to project the uv-map)
PyroGXPilot so in orthographic view it works as expected but in perspetive view not. thanks for the hint. of course, if I would like to use animations and the illusion of a 3d scene I would like to use perspective view.
so the basic problem is, that the mapping of the uv-grid on the 3d surface is based on triangle faces and not quad faces (as outlined in the link by PyroGXPilot. Any ideas, whether this behavior can be changed?
But nevertheless I am surprised that you can’t use a transformation that takes the quad into account and not the triangles.
@marty
This is a serious issue in any of the 3d apps I tried.
There are not quads for a render engine, only tris.
The bitter truth.
Not particularly a blender issue.
Maybe subdivide a lot (simple subs) and bake the texture?
Maybe export the UV layout as image and try to transform the texture in Pshop/gimp ?
I think, the second workaround will work better. Actually, I have seen some addon on another app (3dmax,maya) which work on this basis. Transform the texture instead the mesh or the UV island.
Your best chance is to bake a subdivided (simple) mesh with follow active quad Unwrapping into a non dubd version with a second standard UV unwrapping.
(save the texture !!! and re open the blend file (hmmm found a bug here, irrelevant to the thread, I’ll report it)