Hi It's been a while since the last time I posted something but here is my issue. I'm trying to model a circling path and texture it with a tiling texture in 3DS max. But I get a lot of deformation in my UV and i'm looking for the best solution. I'm trying to keep the planks parallele. And I don't have the finest idea how to correct this... Thanks
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You'll also notice that the warping occurs along the line of the hidden edge (A quad is always just two tris, and your software will internally decide where that line falls), and you can achieve better results if you triangulate and flip the edge depending on the situation.
Straight UV shell > Add loops/splits till the warping isn't noticable - that's what I would do.