Quadrify or rectify plus+

  1. I’ve run into a really big pitfall. When project requirements demand chest straps that strictly follow the character’s mesh edge flow, it creates skewed square‑shaped UV tiles as shown in the screenshot. Neither quadrify nor rectify can deliver satisfactory results. Quadrify introduces severe UV stretching, while rectify performs slightly better but produces rectangular UVs instead.

Therefore, for a character with many strip‑like objects that follow angled edge loops, these two functions are not ideal right now. I have to re‑import them into RizomUV for manual UV editing, which is really inefficient.

I’m wondering if you could add an edge relax option to these two tools.

When enabled, it would relax the edges without introducing stretching, and get the UVs as close to square as possible. Is this feature feasible? I’ve attached screenshots showing the checkerboard comparison: one before processing, and another after relaxing in RizomUV and importing back into Blender.

Regarding the Quadrify operator: it works exclusively with quads and aligns the island topology into a perfect square grid, without taking edge angles into account.

Comparing the output of Rectify and Rizom, they appear identical; however, Rectify doesn’t preserve the island’s aspect ratio. You can easily fix this by scaling the island along a single axis without needing to export. I’ll add this to our Feature Request list so we can issue a fix. I also recommend checking our documentation for more details.