They are hereby released into public domain. If you modify/improve upon the script, please add your name here. Please Note: While they are slightly optimized, it is possible to make them slightly faster/smaller using different functions/hacks. These were written by Bobbyb30 Swashbuckler in LSLEditor. The following is a compilation of several versions of scripts that will change the texture on an object or linked set in various ways. 6.1.2 Using llSetPrimitiveParams & llSetLinkPrimitiveParams.6.1 Compilation of Texture Changing Scripts.6 Collection of texture changing scripts.With this knowledge, we should be able to have textures on our models as we model if we wish without too many problems. In this article we looked at what we can do to fix already stretched textures and making sure that we don't end up with a stretched texture. Related content: Blender box mapping workflow, a quick look Final thoughts To find out more about how we can do this and the benefits and limitations, you can read this article: The last item on the list means that we skip UV mapping altogether and instead do a box projection of our texture. The loop cut and slide tool will now leave the UVs as they were before sliding the cut. To avoid stretching as we use loop cut and slide, go to the operator panel in the lower left corner, then check Correct UVs. But if we slide it, you see the UV map stretch along with it. When we insert new mesh within the existing topology through the loop cut and slide tool, the UV map doesn't get affected if we don't slide the loop cut. Expand the options section and check Correct Face AttributesĪs we create new geometry, for instance, by extruding the UV map will correct itself accordingly.That is the topmost tab in the properties panel. Go to the Active tool and workspace settings.The "correct face attribute" option will create new UV space for newly created geometry with accordance to the surrounding mesh and UV map. Use box projection instead of UV Mapping.Use Correct UVs when creating loop cuts.Use the "correct face attributes" feature as we extrude.
If we have already applied a texture to our object but we still intend to continue model it, we can prevent textures from stretching in a few different ways.
How to prevent textures from becoming stretched as we model? More blue colors mean less stretch, while yellow means moderate stretch and red shows severe stretching. You can view stretching by angle or area. You may have to middle mouse click and drag the header to see the menu. In the UV editor header on the right side, there is a UV Editing drop-down menu.
You can get some visual help from Blender to see how your UV map is stretching. You must also use as few UV islands as possible to minimize the number of seams. You need to plan where to put your seams on your model so that they are as hidden as possible.
If your object is more complex, such as an organic model, we need to work with what we consider the manual tools to unwrap. To get real-time feedback and see how your applied texture changes, make sure you are in material preview mode in the 3D viewport. You can use the basic selection and transformation tools we have available in the 3D viewport to adjust your UV map further. You can then move over to the UV editor where your selected faces in the 3D viewport that are UV unwrapped will show. Instead of selecting your entire mesh, you can also select just the areas that are stretched and unwrap them again separately, still using the Smart UV project or try the regular unwrap method.
If our texture is already stretched, we need to adjust the UV map that describes how the texture is projected on to our 3D model.įor a full guide on UV mapping, you can read this article: