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Post by scarff on Jul 16, 2019 8:32:33 GMT
Hi, i'm trying to adjust the V scale of a specific island and i'm not able to as it seems that the scale tool does it for both axis
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Post by hansolocambo on Jul 16, 2019 23:05:52 GMT
A non uniform scale of the UVs would generate stretched, non square pixels on your mesh. I don't really see how such an option could be of use, as 3D artists usually tend nowadays to enjoy a nice regular checker on their meshes. But if for some reason you need to do that, you can always enter values manually in this panel (U is X, V is Y) : But this being said, I totally agree : That's a missing option that feels weird. Especially since the only solution left is to play with Su/Sv numbers with 7 decimals that don't mean much...
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Post by senorpablo on Jul 17, 2019 2:01:47 GMT
This is a must have feature in my opinion. There should be a way to do this with the scale or multi gizmo, as you can in 3ds Max natively.
It is not uncommon to use stretched or compressed textures on purpose, especially in game development.
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Post by scarff on Jul 22, 2019 5:59:31 GMT
we're experimenting with using stretched UVs for trim-sheets and atlases. thanks for the tip, I think we'll work around that compromise for now
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