The problem seems quite stupid, but i dont know how to solve this problem.
This i s a simple mesh build upon 4 vertices,
it was a quad, i created the uv,
i moved the upper verts in to get the shape below and kept the uv (
by intention):
In substance painter when i import the fbx and added a simple material,
we can see the mesh is triangulated, and so the material seems wrong placed and disorted:
I want to achiev that the texture flows in this direction:
Replies
Not a stupid question, and this is a great exercise to help see how UV's and textures work in a visual way.
I actually was pursuing this kind of disortion of texture as shown in the 4th image
i tried to follow this tutorial as good i can
https://youtu.be/6xBMcnx2Kkk
The only way to “improve” your current method is to subdivide the polygon vertically several times, but all you can hope to do that way is lessen the distortion to a point where it’s no longer an issue, it would be impossible to remove it entirely.
For no distortion, paint the texture you want 1-1 to its intended shape