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Scale mesh but keep original uv?
Hi I have some problems keeping my UV's when scaling a plane. My goal is to scale a textured plane for example In the Z axis. What I want to do is scale the plane but not its uv component, so basically over cutting the texture with the mesh.
Is there a way to lock the UV scale?
Use the materials scale/tiling. When a object's scale is 1 than tiling should be 1. When x-scale is .9 and z-scale is 1.1 the texture tiling x should be .9 and texture tiling z should be 1.1, and so on and so forth. This should be executed when the scale code is executed.
That is a great idea! I was struggling to much with calculations and totally saw over that one!
If you put this comment into answers i will tag it as answer.