RVK textures
Someone on ElYsiun.org told me that this is an old Lightwave trick; I never used Lightwave and I didn't know this, so this is the demonstration that sometimes different brains can find the same solution...

Because in "OrCo mode" the images are applied as flat surfaces, as you can see in the mesh on the left stretching and distorsions are inevitable, particurally with organic shapes. Here we have two copies of the same identical mesh both mapped in "OrCo mode". But the effect is really different: the first object shows the usual distorsions of a flat image projected on a bended surface, while the second one looks almost like mapped with uv.
Two copies of the same mesh
The trick is simple: just apply a Relative Vertex Key to the mesh for the normal position and a RVK to "square" it, to fit the texture.
Stretched textures
The Relative Vertex Keys
Of course I don't mean you have to obtain a perfect cube from the poor mesh; just square or flat the parts that show stretching in the textures. This "squared", or "texture", key will become key number 1, while the normal mesh position will become key number 2.

The "texture" keys can be as many as you want, the important thing is that they must be placed before the starting point of any action.
The RVK ipo window
All these pages, images and characters: © 2002-2003 Enrico Valenza