Texture stretching to color strip

I think I’m about to lose it… :weary:
So, I’m texturing this pool and I’ve done a proper UV unwrap of the model but for some reason, it still stretches to infinity and beyond. I’ve unwrapped a couple dozen times and it’s still no good.
The texture coordinate node is set to UV and that’s the way I want it because of a custom node I’m using only accepts UVs.
I’ve attached screenshots of my UV, material nodes and model
S.O.S




🥲

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I’d like to see the seams and the shape of the whole model itself. It could be that some of the uv islands have stretching.

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Alright
The way I unwrapped the model was like I carved out the pool from the outside ground and then flattened the walls of the pool and separated the floor of the pool from the walls







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At the top right corner click the overlays tab. You will have a drop down menu with a box that says “display stretch.” Once clicked, your uv map will change color. Blue means that there are no stretches and any other color will tell you that there is stretching happening (from green to yellow). I have an example of stretching in the image below.

To select the area that has stretching, go to the top left corner and click the button with the two arrows on it. This will allow you select the sections of the stretched portions and highlight them in the 3d viewport so you can easily work where the stretching is happening.

What does this Polligon uber … “downloader …” do?

Isn’t it the best to do it first manually, so you can understand the basics of Blender.
Instead of a Blender Guru plug-in, unknown to many of us.

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I would do it properly. Divide the mesh into tiles of the right size. Not least as the bottom should have the tiles arranged to flow with the shape with the grouting taking up the shaping slack. Think more Roman mozaic, tiles following the shapes, :grin:

But otherwise, just map the UV to a straight normal tileable texture. No idea what this ‘custom node’ is up to. Just not worth the trouble.

Thanks again for the feedback
The Polligon node works just the same way the mapping node does, but it helps to give the illusion that the texture isn’t repeating when scaled.
Apparently stretching wasn’t the problem. I tried to fix the UVs though, but still to no avail
I’ve attached the map for just the pool and it’s material preview



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Hey @NP5
Thanks for the feedback, but I didn’t really understand what you meant. Could you please explain again.
Also the node I used just distorts the margin on a texture to avoid repeating tiles
I’ve attached a sample of the polligon mapping node vs the default napping node

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I noticed in the node setup you have the image texture set to box project. I tested this and it seems to make the walls disappear. Change this setting to flat and see if this does anything. Don’t give up, this problem has to be something small like unchecked box or a setting in one of the nodes. With my experiences
in blender it usually is.

Box projected

Flat

Let me know if this makes any difference. If not, I’ll try to think of more solutions :+1:

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Oh my God, that solved it.
So all these time it was the projection setting that kept on messing with me. :man_facepalming:
Thanks a lot @3DE_Study . You’ve been of great help.

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Excellent. :+1:

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