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Hi there,
(Note: I'm brand new to 3d texturing so please forgive silly questions)
My Uv layout is perfect with checkers, but stretched on the material and is also using parts of the texture not within the UV shell.
I have been making a Slurm can (like coke can 330ml :D) The main texture for the cylinder is perfect and looks great in Arnold render. I made seperate metal material for the bottom and rim of can, it looks good for me.
Then i decided to attempt to make the ring-pull area by using a texture and eventually making normal map etc for it.
I gave the area its own UvSet (i hope that was right because when I tried using the same one it affected the main Slurm graphic, which I want it to use the entire available space of texture for.) So i made UvSet2 and done planar projection of the UV on Y Axis and it worked great, the checkerboard looked perfect on the can.
But now (as per screenshots below) My shell looks great and I have a 'can top' texture as you see the source image has some blue background in corners, I wish that to be ignored. The UV isn't intersecting any of that background. But the resulting material is a stretched messy blob of metallic colours and I also see the blue background squelched into the mix too.
image.png
image.png
What can I be doing wrong? As far as I can tell the setup for this UV is the exact same thing I did with the cylindrical part which works perfectly.
Any help massively appreciated. Thanks
Solved! Go to Solution.