Is there an easy way to fix surface stripes?

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

  • Silent WinterSilent Winter Posts: 3,918
    edited November 2019

    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)

    Post edited by Silent Winter on
  • QuasarQuasar Posts: 684

    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?

  • L'AdairL'Adair Posts: 9,479

    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.

  • QuasarQuasar Posts: 684
    edited November 2019

    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?

    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.

    Post edited by Quasar on
  • QuasarQuasar Posts: 684
    L'Adair said:

    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.

    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. 

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