Thank you very much for this tutorial I was stuck in a project for hours without any help from my mentor and this is the only solution that I found that helped me, you are the best!
It got things straight, but it didn't solve the stretching. The checkered pattern squares are supposed to be the same width + height, and you can see this one has a ton of stretching in areas where it bends, thus your texture will also look wonky.
i wonder, that the quads in your video have different width. as i did it to stretch out after everything was squeezed at 0.0 all my quads became identical in size, just as the one, that i manually stretched into a big axis alligned square and used as referance.
ime abit confuset here..... if you look at your tube at 5.44 after you have made follow active quads, alot of the tiles on the tube is different size and squeezed especialy in the left corner where it bends. so the texture seems to be streatched still. if this was fabric on furniture for a client. this would not be good. so what are we missing here ?
Probably means i have messed up my model. Man UVs are easily the most frustrating thing in blender, how are you supposed to know what is right and not? Probably have to re-do my entire model now.
Hi! Thnx for the tutorial. I'm having problems tho. My uv is fixed as i can see in the uv editor but the checker texture that I've applied on my object is still distorted. Wgat to do!?
Hi thanks, I have a problem For example, I created a new plane at the center of the world, then duplicated the plane, raised it a little along the z-axis, and then pressed shift+r and repeated 50 times to get 50 planes along the z-axis Then select all in the uv editor to expand it. The question is, can the 50 planes obtained in the uv map be sorted from high to low according to the original 50 planes? In the uv editor, the 50 planes are sorted from the left to the end, and the corresponding 50 planes are expanded from high to low. I would like to ask how to get an orderly uv arrangement. ?
If you have multiple islands press L instead of A so it only selects the island you're on
thank you so so much
while cursor is over that island
All the time I have wasted messing with UVs trying to get then right. This will same me a ton of time. Thank you!
Im glad!
4:13 is the usefull part. thanks i never knew about "follow active quads" till now!
Thank you very much for this tutorial I was stuck in a project for hours without any help from my mentor and this is the only solution that I found that helped me, you are the best!
Glad it helped! 🤘🏼
You just saved me a lot of headaches. Thank you so much.
Exactly what I needed and explained super clearly too. Thanks so much!
wow! my deepest appreciation to this post. You saved my day
Glad it helped!
Geezuz, What you just did was help me a lot, I don't understand UVs very well and with this I have solved a big problem, hank u so much
What a legend, this is exactly what I was looking for.
Pleasure!!
Perfect tutorial, thanks so much man
THANK YOU OMG YOU SAVED MY LIFE
Happy to help :)
You are a genius! Thank you so much!
Anyway to do it to all of the islands at once? Great tutorial! Thank you.
dude thank you so much, this was perfect
Excellent explanation. Thanks for your effort.
thank you
thanks chomma!
Magnificent! thank you
pleasure
Thanks
thans a lot its really help me
Thanks, didn't know how to fix a UV map because I accidentally scaled an edge to zero, remade it using this
thank you so much for this !!
No problem 🤘🏼
It got things straight, but it didn't solve the stretching. The checkered pattern squares are supposed to be the same width + height, and you can see this one has a ton of stretching in areas where it bends, thus your texture will also look wonky.
nice!
You are the saviour of my suffering. Thank you T-T
спасибо большое, все большему и большему в этой программе учимся..
i wonder, that the quads in your video have different width.
as i did it to stretch out after everything was squeezed at 0.0 all my quads became identical in size, just as the one, that i manually stretched into a big axis alligned square and used as referance.
Beast!
thanks this really helped
wow awesome video thanks man.super helpful.
This works beautifully! Too bad there's not an add-on that does this. UV Squares doesnt work in 3.5. =[
This is super helpful! Thanks!
Works perfectly thanks
My model is tris and quads is there a way to still do this without converting everything into quads
Oo that’s a good question, I haven’t tried it yet… Will let you know if I figure it out.
skip to 5:30
Really thank u so much
Thanks so so much!
thank you :)
i cant fix mine i have a pool banister and its stretched and i just dont get how i can change it
So good! Thanks so much
ime abit confuset here..... if you look at your tube at 5.44 after you have made follow active quads, alot of the tiles on the tube is different size and squeezed especialy in the left corner where it bends. so the texture seems to be streatched still. if this was fabric on furniture for a client. this would not be good. so what are we missing here ?
savior
Is there a way to make Blender do the straightening of the UV quad without manually scaling? That seems like something a computer should do lol
There are add-ons for this. I know TexTools, but there may be more
thank you very much!
Probably means i have messed up my model. Man UVs are easily the most frustrating thing in blender, how are you supposed to know what is right and not? Probably have to re-do my entire model now.
Hi! Thnx for the tutorial.
I'm having problems tho.
My uv is fixed as i can see in the uv editor but the checker texture that I've applied on my object is still distorted.
Wgat to do!?
thanks..
Thanks guy
Hi... I have follow your tutorial but material not fixed.... :( ??
tutorial starts at 4:08
I have applied it helpfully but am not 100% satisfied plz help
not every hero uses capes, some are just bald
This is great but sadly, it doesn't work for tris.
But still some squares looks warped. No?
Hi thanks, I have a problem
For example, I created a new plane at the center of the world, then duplicated the plane, raised it a little along the z-axis, and then pressed shift+r and repeated 50 times to get 50 planes along the z-axis
Then select all in the uv editor to expand it. The question is, can the 50 planes obtained in the uv map be sorted from high to low according to the original 50 planes?
In the uv editor, the 50 planes are sorted from the left to the end, and the corresponding 50 planes are expanded from high to low. I would like to ask how to get an orderly uv arrangement. ?
Yeah, no. Doesn't work.
Where are you getting stuck?
Why not?
4:00
THANK U SO MUCH!