Uv layout
Author: f | 2025-04-24
As a way of communicating to an artist who is painting your UV Texture for you, Blender has a tool called UV Layout (UV Editor ‣ UV ‣ Export UV Layout) that saves an To lay out UVs for multiple objects simultaneously. Select the objects or faces whose UVs you want to lay out. Select UV UV Editor to display the UV Editor. In the UV Editor, select Modify Layout (if you need to modify options), or in the UV Toolkit 's Arrange Layout section click Layout. In the Layout UVs Options window, set the following options depending on your
Grouping UVs for UV Layout?
The Layout feature automatically repositions UV shells so they don’t overlap in UV texture space and maximizes the spacing and fit between them. This is useful for ensuring that the UV shells occupy their own separate UV texture space. For example, if you are applying Fur to a surface, the UV texture coordinates on a given shell must not overlap. In general, you should keep UV shells separated for convenience and clarity, but it is not absolutely necessary. For example, you may want the UV shells to overlap so different faces use the same region of a texture. You can also use the Layout feature to Scale or stretch the UV shells to fit within the 0 to 1 coordinates of the UV Editor. This is useful if you need to maximize the texture space used when creating a texture map. For example, when using 3D Paint. Arrange the UV layout of multiple selected objects simultaneously. This improves your efficiency when you need to quickly sort the UVs for multiple objects within the UV Editor, or when multiple objects need to share different parts of the same texture. The Layout feature is available from within the UV Editor by selecting from the UV Editor’s menu bar, or in the UV Toolkit. Note: Before using Layout you should already have performed the necessary UV mapping. That is, the Layout feature will only arrange existing UV texture coordinates, it will not create them. To lay out UVs for multiple objects simultaneouslySelect the. As a way of communicating to an artist who is painting your UV Texture for you, Blender has a tool called UV Layout (UV Editor ‣ UV ‣ Export UV Layout) that saves an To lay out UVs for multiple objects simultaneously. Select the objects or faces whose UVs you want to lay out. Select UV UV Editor to display the UV Editor. In the UV Editor, select Modify Layout (if you need to modify options), or in the UV Toolkit 's Arrange Layout section click Layout. In the Layout UVs Options window, set the following options depending on your 1. Plan Your UV Layout. Before you start UV mapping your model, plan your UV layout so that it is organized and easy to manage. You can use Blender’s UV/Image Editor to help you plan your UV layout. You can also use UV mapping software such as UVLayout to help you plan your UV layout. 2. Use Unwrapping Options 9. Overview of Headus UV layout and how it fits into a UV workflow; 10. Techniques used in Headus UV layout and swapping information between Maya and Headus; 11. Copying UV's in both Maya and Headus; 12. UV layout of the arms in Maya; 13. Fixing a mesh to obtain a better UV; 14. Final UV cleanup and mirroring; 15. Organising UV's into tiles. 16. Copies the current UV layout to the clipboard Paste UVs from clipboard to current UV set Pastes the UV layout in the clipboard to the selected UV set. Duplicate UV set Creates an identical copy of the selected UV set. Propogate UV set Assigns the selected UV set from the UV Set list to the selected objects in the scene. Save an image of the UV layout After you create a final layout of your UVs in the UV Editor, you can export an image of the UV shells using UV Snapshot . UV Snapshot saves a bitmap image of the UV Editor ’s 2D view at a user defined resolution. Objects or faces whose UVs you want to lay out. Select UV > UV Editor to display the UV Editor. In the UV Editor, select (if you need to modify options), or in the UV Toolkit's Arrange & Layout section click Layout. In the Layout UVs Options window, set the following options depending on your required outcomes: Set Multiple Objects to Pack Seperately (overlapping) when you require multiple object’s UVs to overlap within the UV texture space. Set Multiple Objects to Pack Together (non-overlapping) (Default) when you require the UVs to be separated. This is useful when you need each UV set to be separate and distinct from each other. Set Shell Transform Settings to customize how Maya moves or rotates shells around the UV space. Set the Shell Padding and Tile Padding to specify how far shells of the same object are spaced from each other and from the edge of the UV space respectively. Click Apply to perform the layout operation or Layout UVs if you want to perform the operation and close the Layout UVs Options window.Comments
The Layout feature automatically repositions UV shells so they don’t overlap in UV texture space and maximizes the spacing and fit between them. This is useful for ensuring that the UV shells occupy their own separate UV texture space. For example, if you are applying Fur to a surface, the UV texture coordinates on a given shell must not overlap. In general, you should keep UV shells separated for convenience and clarity, but it is not absolutely necessary. For example, you may want the UV shells to overlap so different faces use the same region of a texture. You can also use the Layout feature to Scale or stretch the UV shells to fit within the 0 to 1 coordinates of the UV Editor. This is useful if you need to maximize the texture space used when creating a texture map. For example, when using 3D Paint. Arrange the UV layout of multiple selected objects simultaneously. This improves your efficiency when you need to quickly sort the UVs for multiple objects within the UV Editor, or when multiple objects need to share different parts of the same texture. The Layout feature is available from within the UV Editor by selecting from the UV Editor’s menu bar, or in the UV Toolkit. Note: Before using Layout you should already have performed the necessary UV mapping. That is, the Layout feature will only arrange existing UV texture coordinates, it will not create them. To lay out UVs for multiple objects simultaneouslySelect the
2025-04-11Objects or faces whose UVs you want to lay out. Select UV > UV Editor to display the UV Editor. In the UV Editor, select (if you need to modify options), or in the UV Toolkit's Arrange & Layout section click Layout. In the Layout UVs Options window, set the following options depending on your required outcomes: Set Multiple Objects to Pack Seperately (overlapping) when you require multiple object’s UVs to overlap within the UV texture space. Set Multiple Objects to Pack Together (non-overlapping) (Default) when you require the UVs to be separated. This is useful when you need each UV set to be separate and distinct from each other. Set Shell Transform Settings to customize how Maya moves or rotates shells around the UV space. Set the Shell Padding and Tile Padding to specify how far shells of the same object are spaced from each other and from the edge of the UV space respectively. Click Apply to perform the layout operation or Layout UVs if you want to perform the operation and close the Layout UVs Options window.
2025-04-02Way to include a separate Image Texture node and two UV Map nodes, each linked to their respective material sub-tree. Shown above for example two materials, ‘trim’ and ‘brick’ assigned to the same object, include identical lightmap node set-up and linkage.Lightmap UV MapFor Bake to work correctly when rendering lightmaps, objects included in the process need an additional UV Map channel to accommodate the way UVs have to be unwrapped for lightmapping, in essence each face is mapped as a separate UV element rather than part of a larger ‘island’ or group of UVs as would normally done. This can be done several ways; adding another UV Maps channel in Object Data Properties and then unwrapping the mesh while that’s active, or having the lightmap UV channel added during the UV Unwrapping process using the New UV Map checkbox.Generally speaking the UVs needed for lightmaps are organised in ways that don’t make necessarily sense under normal circumstances. On the left is a typical (but simple) UV map and layout that represents how the object is textured and seen in use, whereas on the right is a ‘lightmap’ UV layout that breaks UVs into individual units so the can be laid out more effectively to use as much Texture Space as is available.Single Object Lightmap UVUV unwrapping a single object for lightmap baking is relatively straightforward, with object selected, in Object Data Properties [15] click the UV Maps heading to access the sub-sections options then click the + button [16] to the right of the Active UV Map Index aperture. A new entry, UVMap.001, appears, double-click this and type “lightmap” or similar identifier to rename for clarity. To the right of the new listing click the camera icon [17] to make this channel the active UV map.Design note: this initial step can be done wherever the Object Data Properties and UV Maps data is accessible, typically Layout (default UI), UV Editing or other Workspace, editor or area.Before lightmapping an object it needs a dedicated UV Map channel. In Object Data Properties [15] this can be done in UV Maps; click + to add [16] then rename and enable clicking the camera icon [17] making this new entry the active UV map.Once the channel is available, ensure the entire mesh is selected in Edit Mode then from the UV menu in either Layout or UV Editing Workspace, click Unwrap, then Lightmap Pack
2025-04-10[18] – UV » Unwrap » Lightmap Pack. In the Lightmap Pack [19] overlay popup that appears set Image Size, Pack Quality and Margin, based on the size of the image set, for example 1024, 1 and 0.16. Click OK to unwrap the mesh generating the lightmap UVs [20], then finally assign the previously created lightmap image using the Browse Image to be linked dropdown [21].Design note: when setting Lightmap Pack properties; Image Size sets the overall dimensions of the map, 2048 for example defines both width and height and so on; Pack Quality changes the dimensions and distribution of individual UVs within the square bounds set by Image Size, set to “1” UVs typically retain their original dimensions, “48” and squarer UVs will be forced square dimensionally to fit; Margin increases or decreases the distance between individual UVs – higher values may be needed for clearance on smaller images to allow for pixel bleed and anti-aliasing.Pack Quality changes the UVs so larger elements are more uniformly square and better able to fit within the bounds of the available texture that’s mapped to the UV layout – image-left, UVs reflect their original shape more or less, image-right, UVs are reshaped for a better fit.Once the UV Map is available and selected as the active object in Object Data Properties the mesh can be unwrapped from the UV menu using Lightmap Pack [18] where Image Size, Pack Quality and Margin [19] can be set based on how large the lightmap UV layout should be…… click OK in to finish Lightmap Pack and generate the UVs relative to the settings used [20], then assign the image previously created using Browse Image to be linked [21] (the image won’t appear on the mesh in the 3D Viewport as it’s not linked to the materials Base Color input).Single Object Lightmap BakeBefore Bake can proceed switch back to Shading Workspace. Here, in the UV Map node previously linked to the lightmap’s Image Texture node, set “lightmap”, the newly created UVMap data, as the UV coordinates to be used for mapping [22], then select the lightmaps Image Texture node [23] to ensure the resulting image is baked using the correct UV map and image data. Repeat for each material assigned to the object being baked.Important: this step MUST be done for all materials assigned to the object being baked to ensure the correct image is used
2025-04-21(#2098) (WIP)Upgraded electron to 33.2.1FixesFixed #1185 trackpad viewport zoom too sensitiveFixed texture bleeding when using anti-aliasing (#2518, thanks @Nestorboy)Fixed #2563 Image reference rotation isn't applied for color pickingFixed #2588 Blender keymap conflictsFixed shift clicking face in UV editor selecting it multiple timesLocalization string for toolbox menu (#2544)Fixed #2568 UV not updating when applying a texture from menuFixed issues with cluster select modeFixed #2555 pasted selection layer appears outside of canvas 4.11.2 - The Texture Group Update [Patch 2] ChangesAdded description for using numeration in multi renameUpdate message about small box UV faces to mention per-element UVAdded support for zombie skin model for Minecraft: Java Edition (#2535)Added support for villager skin model for Minecraft: Java Edition (#2512)FixesFixed UV size issue when importing textureFixed #2537 Flipbook editor frame selection issueFixed #2536 Ground display position doesn't reset after using fox reference modelMake Reset Layout show hidden sidebarsMove Reset Layout from the developer submenu directly to HelpAdded bedrock display reference option to main menu since it is not available in the toolbarFixed incorrect mobile icon for the "Timeline" bar menuFixed multiple loop cuts not working on single edgesWarning message for broken advanced screenshots due to too high resolutionFixed #2515 Selection tool's "same color" interesect operation behaves like add to selectionFixed #2520 cubes in OBJ export have offset compared to meshesFixed 2D editor displaying uv size texture stretch in paint modeFix empty layers when editing a texture with layers in new tabFixed extruding vertex doing face instead when face was selected in UV editorAsk for file type when opening file on android (workaround for #2522)Fixed #2510 Incorrect gltf texture export when embedding is offFixed #2516 mirror modeling hierarchy issuesFixed pixel on blank texture where the brightness was slightly offFixed settings in plugin page using profiles from settings dialogFixed plugin details pages not scrolling correctlyFixed issue with plugin panels not initializingFixed timeline rect selection getting stuck after taking a screenshotFixed #2507 num slider arrow pixel offsetFixed #2513 null vertex keys import error 4.11.1 - The Texture Group Update [Patch 1] FixesFixed outliner line guide offsetFixed outliner indentation in some themes by increasing priority for padding valueFixed
2025-04-09And Toon Outline Shader. Topo Flow Deforms a surface to match the size, shape, and texture of a different surface. Topo Flow Sample An operator that uses computer vision to identify distinct feature points in a given image file. Topo Landmark A state interface to establish correspondence from points on one surface to points on another surface. Topo Transfer Non-rigidly deforms a surface to match the size and shape of a different surface. TopoBuild Lets you interactively draw a reduced quad mesh automatically snapped to existing geometry. Torus Creates a torus (doughnut) shaped surface. Trace Traces curves from an image file or heightfield. Trail Creates trails behind points. Transform The Transform operation transforms the source geometry in object space using a transformation matrix. Transform Axis Transforms the input geometry relative to a specific axis. Transform By Attribute Transforms the input geometry by a point attribute. Transform Pieces Transforms input geometry according to transformation attributes on template geometry. Tri Bezier Creates a triangular Bezier surface. TriDivide Refines triangular meshes using various metrics. Triangulate 2D Connects points to form well-shaped triangles. Tube Creates open or closed tubes, cones, or pyramids. USD Animation Import Imports a skeleton and animation from a UsdSkel character. USD Character Import Imports the rest geometry, skeleton, and animation from a UsdSkel character. USD Configure USD Export USD Import USD Skin Import Imports skinned geometry from a UsdSkel character. UV Autoseam Generates an edge group representing suggested seams for flattening a polygon model in UV space. UV Brush Adjusts texture coordinates in the UV viewport by painting. UV Edit Lets you interactively move UVs in the texture view. UV Flatten Creates flattened pieces in texture space from 3D geometry. UV Fuse Merges UVs. UV Layout Packs UV islands efficiently into a limited area. UV Pelt Relaxes UVs by pulling
2025-04-21