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Tutorial
Version | Link |
---|---|
5.0 | This Page |
4.5 | Tutorial |
4.2 | Tutorial |
4.1 | Tutorial |
4.0 | Tutorial |
3.2 | Tutorial |
- Copy/Pate UV
- Transfer UV
- Flip/Rotate UV
- Mirror UV
- Move UV
- World Scale UV
- Preserve UV Aspect
- Texture Lock
- Texture Wrap
- UV Sculpt
- Unwrap Constraint
- Texture Projection
- UVW
- Align UV
- Smooth UV
- Select UV
- Pack UV (Extension)
- Align UV Cursor
- UV Cursor Location
- UV Bounding Box
- UV Inspection
Copy and paste UV coordinates among same/different object's faces in 3D View.
Location | 3D View > Tool shelf > Copy/Paste UV |
Mode | Edit |
[Usage]
- Click check box Copy/Paste UV to show Copy/Paste UV menu
- Select faces whose UV you want to copy
- Click Copy > (Target UV Map)
- Select faces whose UV you want to paste
- Click Paste > (Target UV Map)
- Selection Sequence option provides a way to specify the ordering of copied/pasted faces by face selection
- If Seams option is enabled, you can also copy/paste seams
- Strategy option provides a way to decide copy/paste UV repeatedly if a number of copied faces is differs from pasted faces
- You can flip or rotate UV by changing Flip Copied UV option or Rotate Copied UV option in tool shelf option
Copy and paste UV coordinates among same/different object's faces in UV/Image Editor. This feature is derived from below add-on.
[AddOn] UV_Tool
Location | UV/Image Editor > Tool shelf > Copy/Paste UV |
Mode | Edit |
[Usage]
- Select UVs you want to copy
- Click Copy
- Select UVs you want to paste
- Click Paste
Copy and paste UV coordinates among same topology objects.
Location | 3D View > Tool shelf > Copy/Paste UV |
Mode | Object |
[Usage]
- Select object whose UV you want to copy
- Click Copy > (Target UV Map)
- Select objects whose UV you want to paste
- Click Paste > (Target UV Map)
- If Seams option is enabled, you can also copy/paste seams
- You can paste UV to the multiple objects
Copy and paste UV coordinates based on the mesh's topology.
Location | 3D View > Tool shelf > Copy/Paste UV |
Mode | Edit |
[Usage]
- Click check box Transfer UV to show Transfer UV menu
- Select 2 adjacent faces of the mesh whose UV you want to copy
- Click Copy
- Select 2 adjacent faces of the mesh whose UV you want to paste
- Click Paste
NOTICE: Copied/Pasted mesh must have the same number of faces
- Transfer UV ignore the hidden faces.
- You can paste UV to the multiple meshes
- If Seams option is enabled, you can also copy/paste seams
- If Invert Normals option is enabled, you can copy/paste to the mirrored mesh
Flip or rotate UV.
Location | 3D View > Tool shelf > UV Manipulation |
Mode | Edit |
[Usage]
- Click check box Flip/Rotate UV to show Flip/Rotate UV menu
- Select faces whose UV you want to flip or rotate.
- Click Flip/Rotate UV
- Change value Flip UV or Rotate UV in Tool shelf option
- If Seams option is enabled, you can also flip/rotate seams
Make mirrored UV. This feature is derived from below add-on.
Addon: Copy UVs from Mirror
Location | 3D View > Tool shelf > UV Manipulation |
Mode | Edit |
[Usage]
- Click check box Mirror UV to show Mirror UV menu
- Select faces you want to refer
- Choose the axis of the mirror direction
- Click Mirror
- Error option in tool shelf option can change the error threshold for mirror
Location | 3D View > Tool shelf > UV Manipulation |
Mode | Edit |
Move UV with a mouse in 3D View. This feature is derived from below add-on.
ADDON: Move the UV from the 3D view
[Usage]
- Click check box Move UV to show Move UV menu
- Select vertices/edges/faces whose UV you want to move
- Click Start
- Press Mouse Left Button to start moving UV
- You can move UV with mouse
- Press Mouse Left Button to stop moving UV
- If you want to cancel moving UV, press Mouse Right Button
Measure and set texel density. This feature is derived from below add-on.
[Addon] World Scale UV
Location | 3D View > Tool shelf > UV Manipulation |
Mode | Edit |
[Usage]
- Click check box World Scale UV to show World Scale UV menu
- Select face you want to measure texel density
- Click Measure
- You can see mesh area, UV area and density
- Select face you want to apply texel density.
- Click Apply
- Mode option provides a way to change the calculation method of applying texel density
- Origin option changes the UV origin after applying texel density
Change assigned texture with preserving UV aspect.
Location | 3D View > Tool shelf > UV Manipulation |
Mode | Edit |
[Usage]
- Click check box Preserve UV Aspect to show Preserve UV Aspect menu
- Select face you want to change texture
- Select texture you want to assign
- Click Change Image
- Origin option changes the UV origin after changing texture
Preserve UV while you edit the mesh. This feature is same as "Preserve UVs" feature on 3dsmax.
Location | 3D View > Tool shelf > UV Manipulation |
Mode | Edit |
[Usage]
- Click check box Texture Lock to show Texture Lock menu
- Select vertices/edges/faces which you want to preserve UV
- Click Lock
- Transform vertices/edges/faces as you like
- Click Unlock, you can return to the UV before locking
- If connect option is enabled, you can keep UV connection by changing other face's UV.
[Usage]
- Click check box Texture Lock to show Texture Lock menu
- Select vertices/edges/faces which you want to preserve UV
- Click Start
- Preserve UV even if you transform vertices/edges/faces
- Click Stop
Set texture coordinate along to the mesh structure.
Location | 3D View > Tool shelf > UV Manipulation |
Mode | Edit |
[Usage]
- Click check box Texture Wrap to show Texture Wrap menu
- Select a face whose UV you want to refer as initial position
- Click Refer
- Select an adjacent face whose UV you want to set
- Click Set
- If Set and Refer option is enabled, you don't need to click Refer after clicking Set as long as you refer same face
- If Selection Sequence option is enabled, you can select multiple faces and apply Set. The application order follows the selection sequence
UV Sculpt in 3D View. Same features are supported as the UV sculpt in UV/Image Editor.
Location | 3D View > Tool shelf > UV Manipulation |
Mode | Edit |
[Usage]
- Click check box UV Sculpt to show UV Sculpt menu
- Select faces whose UV you want to sculpt
- Click Start
- Sculpt UV as you like (See detail each tool's usage)
- Click Stop
Grab | Move UV along to the mouse movement while you press Mouse Left Button |
Relax | Relax UV while you press Mouse Left Button |
Pinch | Pinch UV while you press Mouse Left Button |
- If Show Brush option is enabled, display the brush's effective range while sculpting
- Radius option provides the way to change the brush radius
- Strength option provides the way to change the effectiveness
- You can change tool from Tools option
- Method option (only available on Relax tool) provides the way to change the relax method
- If Invert option (only available on Pinch tool) is enabled, the direction of pinch will be inverted
Unwrap UV with an axis fixed. This feature is same as "Unfold Constraints" feature on Maya.
Location | 3D View > Tool shelf > UV Mapping |
Mode | Edit |
[Usage]
- Click check box Unwrap Constraint to show Unwrap Constraint menu
- Select faces whose UV you want to unwrap
- Enable or disable U-Constraint option and V-constraint option to fix axis while unwrapping
- Click Unwrap
- Default Unwrap option is available from tool shelf option
Project the texture to the mesh while displaying texture image in 3D View.
Location | 3D View > Tool shelf > UV Mapping |
Mode | Edit |
[Usage]
- Click check box Texture Projection to show Texture Projection menu
- Select faces whose UV you want to apply Texture Projection
- Select the texture to be projected
- Click Start to display the texture
- Adjust texture size and the mesh location to decide the location of projection
- Click Project to project texture to UV
- Click Stop
- Transparency option provides the way to change transparency of the displayed texture
- If Adjust Window is enabled, size of the displayed texture is adjusted to the window
- Magnitude option (only available if Adjust Window is disabled) provides the way to change size of displayed texture
- If Texture Aspect Ratio is enabled, keep the original aspect of the displayed texture
- If Assign UV Map is enabled, assign new UV map when no UV is assigned to the mesh
UVW mapping.
Location | 3D View > Tool shelf > UV Mapping |
Mode | Edit |
[Usage]
- Click check box UVW to show UVW menu
- Select face you want to apply UVW mapping
- Click Box if you apply Box mapping, or click Best Planner if you apply Best Planner mapping
- If Assign UV Map is enabled, assign new UV map when no UV is assigned to the mesh
- From tool shelf option, you can tweak mapping configuration
Align UV. This feature is derived from below add-on.
[AddOn] UV_Tool
Location | UV/Image Editor > Tool shelf > UV Manipulation |
Mode | Edit |
[Usage]
- Click check box Align UV to show Align UV menu
- Select UVs you want to align (see details below)
- Click Circle or Straighten or XY-axis depending on your purpose
Align method | Select | Align to |
---|---|---|
Circle | All the outermost UVs | Round shape |
Straighten | The endmost UVs | Straight line between begin UV and end UV |
XY-axis | The endmost UVs | Straight line along to X or Y axis |
- If Transmission option is enabled, align UVs which are located on vertical direction of selected UV
- If Select option is enabled, the aligned UVs are selected
- If Vertical option is enabled, align UVs for vertical direction by using influence of mesh vertex location
- If Horizontal option is enabled, align UVs for horizontal direction by using influence of mesh vertex location
- For XY-axis alignment, you can change the location (Middle, Right/Bottom, Left/Top) after UV alignment
Smooth UV. This feature is derived from below add-on.
[AddOn] UV_Tool
Location | UV/Image Editor > Tool shelf > UV Manipulation |
Mode | Edit |
[Usage]
- Click check box Smooth UV to show Smooth UV menu
- Select UVs you want to smooth (The endmost UVs must be selected)
- Click Smooth
- If Transmission option is enabled, smooth UVs which are located on vertical direction of selected UV
- If Select option is enabled, the smoothed UVs are selected
- Mesh Influence option provides the way to change the influence of mesh structure when you apply smoothing
Select UV under the specific condition.
Location | UV/Image Editor > Tool shelf > UV Manipulation |
Mode | Edit |
[Usage]
- Click check box Select UV to show Select UV menu
- Select UVs you want to select (see details below)
- Click Overlapped or Flipped depending on your purpose
Feature | Select target |
---|---|
Overlapped | All overlapped faces |
Flipped | All flipped faces |
Apply island packing and integrate islands which have same shape.
Location | UV/Image Editor > Tool shelf > UV Manipulation |
Mode | Edit |
[Usage]
- Click check box Pack UV (Extension) to show Pack UV (Extension) menu
- Select faces whose UV you want to pack
- Click Pack UV
- Allowable Center Deviation provides the way to specify the center deviation that regards as the same island
- Allowable Size Deviation provides the way to specify the size deviation that regards as the same island
- Default Pack Islands option is available from tool shelf option in 3D View
Align UV cursor (2D Cursor in UV/Image Editor).
Location | UV/Image Editor > Tool shelf > Editor Enhancement |
Mode | Edit |
[Usage]
- Click check box Align UV Cursor to show Align UV Cursor menu
- Select Texture or UV or UV (Selected) depending on your purpose (See details below)
- Click the position button (You can choose the position from 9 buttons)
Mode | Align to |
---|---|
Texture | Selected texture |
UV | Displayed UV (includes non-selected UV) |
UV (Selected) | Displayed UV (only selected UV) |
Set and display UV Cursor (2D Cursor in UV/Image Editor) location.
Location | UV/Image Editor > Tool shelf > Editor Enhancement |
Mode | Edit |
[Usage]
- Click check box UV Cursor Location to show UV Cursor Location menu
- UV cursor location is displayed, and you can set the new location as you like
Transform UV with Bounding Box like a Photoshop/GIMP's Bounding Box.
Location | UV/Image Editor > Tool shelf > Editor Enhancement |
Mode | Edit |
[Usage]
- Click check box UV Bounding Box to show UV Bounding Box menu
- Click Display to show the bounding box
- Transform UV with the bounding box as you like (You can transform UV same as Photoshop/Gimp)
- Click Hide
- If Uniform Scaling option is enabled, you can transform uniformly
- Boundary option specify the boundary of the bounding box
Inspect UV and help you to find which UV is on the abnormal condition.
Location | UV/Image Editor > Tool shelf > Editor Enhancement |
Mode | Edit |
[Usage]
- Click check box UV Inspection to show UV Inspection menu
- Click Display to enhance the part on which is under specific condition
- Click Update if you want to update to the latest status
- Click Hide
- If Overlapped option is enabled, the overlapped part is enhanced
- If Flipped option is enabled, the flipped part is enhanced
- If you specify Part in Mode option, enhance only to the overlapped part. If you specify Face, enhance the overlapped face