In this method Blender takes the active face and lays out other selected faces around it, following its shape in UV space (not in 3D space). In other words, it is important how your active quad looks in the UV space. If your mesh doesn't have a UV map (you didn't unwrap it), the active face is mapped to the size of UV space (a perfect square/rectangle) and other faces are placed around it accordingly. But if your mesh already has a UV map, the active face is not mapped to the size of UV space, but rather its existing shape in UV space is used. For example, if your UV map looks like this (notice the shape of the active quad): the result of
unwrapping with To get a nice grid, you have to turn your active quad into a perfect rectangle in UV space. You can do that by editing the vertices manually, by resetting the UV map (U > The result of using Now it's OK to use To sum it up, here's your workflow:
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Author: hasgan Home › Technical Talk [Blender 2.8] Is there a display grid option for UV editor?
bitinn polycounter lvl 5 Offline / Send Message bitinn polycounter lvl 5 Jun 2019 I am working on a multi-material object and I need to offset my uv for each material correctly, don't want to just eyeball it. 0 · Share on FacebookShare on Twitter Replies
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