Hi gutheil , what do u mean by compression on a planar model? The way you describe it seems all good to go, if the checker texture is uniform across the room.... Post a picture please
I try to explain with the pictures...
In the first image I have the model with a checkern paddern and in the second image you see it has no distortion. All is white!
Now I have another model, those are different parts of a level in a building. You can see that the checkern paddern is more dense in a undisorted stage:
That means, if I want to use the same material on both models, like a wallpaper (512px image for tiling) I have to have the same amount of pattern from top to the bottom so that the wallpaper looks the same on both models!
So I would just increase the uv of the smaller part to that point I get the same amount of pattern, like here:
All are still square but the uv distortion feature of Maya shows me that this part is disorted (blue = compression) like in the following image:
I dont know if that matters, maybe not maybe yes, maybe I get problems in Unity later on while lightmapping it?! Any ideas?
Well the bottom line is do you see any distortion with your final texture displayed ?, even if the new UV feature shows distortion, that might not be noticeable, if you want the same texture exactly the same on both models the UVs should have the same size but remember that you can use a separate 2D texture placement node for the second model but have a different repeat number of times to match the other walls.
For the blue distorted shell if u want you can try a Unfold "horizontal"....but then again only if you think you see a distortion with the final texture ....they look pretty good from here.
A second node with seperate uv repeat would solve the problem I think, I dont know how... I gonna check on that! Is still the question how many times to repeat, I would have to calculate that out?!
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