블렌더 UV 그리드 - beullendeo UV geulideu

Follow Active Quads will work in this case, but you need to pay attention to a few things to get a clean 90-degree unwrap.

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):

블렌더 UV 그리드 - beullendeo UV geulideu

the result of unwrapping with Follow Active Quads will look like this (notice how selected faces are following the shape of the active face):

블렌더 UV 그리드 - beullendeo UV geulideu

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 > Reset), or by using Lightmap Pack unwrap (U > Lightmap Pack > OK). I usually use Lightmap Pack unwrap in cases like this. It's fast and it fits all the faces into UV space (they are smaller, so after using Follow Active Quads the unwrapped grid isn't huge).

The result of using Lightmap Pack will look like this (notice the active face turned into a perfect rectangle).

블렌더 UV 그리드 - beullendeo UV geulideu

Now it's OK to use Follow Active Quads - you should have a nice 90-degree grid:

블렌더 UV 그리드 - beullendeo UV geulideu

To sum it up, here's your workflow:

  1. Select all faces you want to unwrap.
  2. Use Lightmap Pack unwrap (U > Lightmap Pack > OK).
  3. With active quad selected use Follow Active Quads (U > Follow Active Quads).

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Author: hasgan

Home Technical Talk

[Blender 2.8] Is there a display grid option for UV editor?

블렌더 UV 그리드 - beullendeo UV geulideu

bitinn

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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.

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  • 블렌더 UV 그리드 - beullendeo UV geulideu

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    bitinn polycounter lvl 5

    Jun 2019

    For now I am using a checker texture with repeat to help me in this...

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  • 블렌더 UV 그리드 - beullendeo UV geulideu

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    gnoop polycounter

    Jun 2019

    블렌더 UV 그리드 - beullendeo UV geulideu

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  • 블렌더 UV 그리드 - beullendeo UV geulideu

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    gnoop polycounter

    Jun 2019

    Make a texture with an edge  for uv tiles borders  and check in "Repeat" and "Normalized". The later allows to select packed islands in first uv tile and then hit GX1 to shift them into 1002  or GY2 to shift two tiles up   etc.

    ps. oh, it's about 2.8 . Sorry. No need for normalized , it seems always that way there.  "Repeat" is in same  "display" drop down panel on the top right of uv panel

    블렌더 UV 그리드 - beullendeo UV geulideu

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  • 블렌더 UV 그리드 - beullendeo UV geulideu

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    bitinn polycounter lvl 5

    Jun 2019

    @gnoop Thx, I totally forgot about the G-X-number shortcut (not used to doing that). Do you happen to know if there is a way to snap to next uv space with mouse? (snapping option in UV editor is limited.)

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  • 블렌더 UV 그리드 - beullendeo UV geulideu

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    gnoop polycounter

    Jun 2019

    use Shift+Tab combination to turn the snapping on and off. Seems the snapping is working in relation to an island last position.  So if you you first place an island to proper position within any uv quadrant and then switch SHift+Tab on    you would get a perfect snapping in relation to initial uv position in every next  UV space.    But I personally find GX N more reliable

    ps, snapping should be set to "increment" and you still have to put an island to more or less same position in a next uv space

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