I tried to UV unwrap this octahedron, by slicing one of the sides.
I was able to lay it out on the texture like this, but with severe distortions.

Can someone help me UV map this without distortions?
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I tried to UV unwrap this octahedron, by slicing one of the sides. I was able to lay it out on the texture like this, but with severe distortions.
Can someone help me UV map this without distortions? |
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The way you could have this texture look more relaxed and less stretched out is by taking the two extreme corners, bottom left and top right and pulling them towards one another until each of them sits approximately 3x3 from squares from it's current position. If you want to keep using all of the texture image, you would need to distort the texture in the opposite direction to make it appear even on the model itself. There is another way to accomplish a more relaxed look. instead of texturing the object from the side, texture it from the top view, so the sharp points in the top and bottom are in the center. How I'd go about stretching the texture:
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For simple shapes, you can usually find sensible unwrapping approaches by looking to papercraft (those guys are experts at unfolding shapes. Albeit backwards.) For an octohedron, you might consider the model here: http://psmay.com/wp-content/uploads/2012/01/logihedron.pdf This sort of approach doesn't entirely cover your texture the way that your unwrapping did, but it has the advantage that your texture isn't distorted across any face, and you get uniform texel density per unit of space on your object (whereas with your distorted mapping, you get areas of high density on some faces, and low density on others). It's all tradeoffs, really. |
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