Right, I feel kind of stupid for having this issue, considering I've been in 3D for years now. I made a quick test scene to illustrate my problem: http://i.imgur.com/H5S3EAY.jpg
This is a 10x10x10 cube with one side extruded for 5 units. So you end up with a 15x10x10 cube. I made a grey lambert and plugged a default noise node into the colour attribute and applied it to the cube. Nothing fancy. Rendered it with default settings and it produced the image above.
As you can see, the 10x10x10 area is perfectly fine, but the extruded bit is all stretched up. I've been having this issue for ages, never found a fix beyond UV-mapping the whole thing. But surely there must be an easier fix, for other 3D packages like Cinema 4D do it perfectly fine.
Hey Ben, I run into this from time to time as well. It would be great if Maya had an automatic UV updater that would take care of this kind of thing but sadly it does not. Maya creates a standard cube UV but almost always you have to tweak the UV's a little before assigning textures. I usually just select the object and use the automatic UV option and that almost always works for this kind of thing. Try the excercise again and take a look at the UV editor as you do and you will see the problem "unfold" before your eyes. If you extrude again after doing this, you will notice you may have to repeat the process. Hope that helps a little!
Thanks for replying! And yeah, I was hoping there'd be some hidden automatic UV updater checkbox I had missed. I'll just use the automatic UV map instead. It's a bit silly though, since other 3D packages have had this for ages. I also use Cinema and I never have to even think about UV's. Oh well, in some areas Maya is hopelessly ancient.
Hey Ben, sometimes I dread working with UVs in Maya because I know that I'm in for an afternoon of crashes, squinting and cursing. Sometimes the UV bonus tools help a little but I wish the AD developers would take a new approach with Mayas native UV process from the creation stage. For example, if you create a rectangular object, the initial UV layout will be a cube with equal length sides that are sewn together, then if you do an automatic mapping the proportions will change to match the object but now you have to go back into the UV editor and sew the edges back together which is so tedious. And then there's the constant crashing which comes out of nowhere.....I don't even want to get started on that topic. Anyway, all the best!
I wish the AD developers for once would modernize Maya as a whole. It has been surpassed by pretty much every competitor in regards to user interface design/workflow and general stability. For example, when I work with C4D, it feels like a modern product, made for 2013. When I work with Maya, it feels like I'm back in 2004.
Don't get me wrong, I love Maya, but.. it's a complicated relationship.