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I'm only learning UV-mapping. I'm learning it in Blender. And I have a question. If you create a plane (blender will automatically create UV for it) and apply perspective transformations on it (like scaling one of its edges), this will lead to such a problem: stretching problem of affine texture mapping from wiki

So, how can I achieve the correct version without subdivision or remapping the UV? I've tried using subdivision, and it works perfect (especially if you have one face for one pixel), but in more complex models this will lead to unnecessary complexity. So I'm still searching for the answer. I'm also using texture with resolution of 8x8 pixels and closest interpolation, so simple remapping isn't the answer and I also want my UV to be a perfect square.

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