Is there an easy way to fix surface stripes?
Quasar
Posts: 684
in The Commons
I'm tinkering with the surfaces on the 2007 AM Limo and noticed there's a UV issue under the limo bar. I've applied a carpet shader to the carpet surface, but under the bar, it looks like the texture is being stretched into vertical stripes. I've created a new surface for that area that's separate from the rest of the carpet, but the stripes still remain. Does anyone know if there is a way to fix this striping issue in DS?

Comments
Sounds like a uv-mapping issue (stretched uvs) (and looks like one in the promo pic) in which case I think you'd need a modeller (Blender / Hexagon / etc to fix it (or possibly a procedural shader would work)
I'm using the same shader I used for the car's outer surface for now since it doesn't use a texture map.
There's no texture map but it still stretches? Can you post a screenshot of the surfaces tab and the viewport with the lines visible?
I looked at this last night. it appears there is one vertical bit of mesh under the wood, on the side of the limo, where any image gets stretched. I looked at the original texture map, and there is sufficient image to prevent the stripes, but then I looked at the UVs, (selected the carpet material zone and switched to UV view in the Viewport,) and the UV for that bit of mesh is like 1 pixel high, instead of the height necessary to use the full bit of texture.
Unless this is corrected, no image will look good on that bit of mesh.
No, I mean I'm using a shader without a texture map because you can't see the stretching that way. It's my alternative to using the carpet shader that stretched. It looks fine without the map.
That makes sense. I don't think I'll be going through all the work to fix it myself. I'm just glad for the geometry editor so I could create a new surface for it. I've made a few surface changes on it so far, like creating new ones for the mirrors and the tail lights.