Here's my newbie question:
I currently work on an old model of mine (back then when I didn't mind UVs and didn't stuff for games). After import in 3DC I receive one hell of small to very small UV islands in UV editor besides the few large components. After having finished the non-overlap and edge stitching tasks to have islands of one model element combined and neat I shift them to a second UV set just to keep them out of the way. In UV editor those shifted parts aren't visible anymore while I stay in the original UV set which is quite handy. Sometimes I am left with small parts of model elements I falsely considered finished and then I have to find em somewhere in that large ocean of small UV islands. I know that when I have my cursor pointing on those parts in viewport the edges in the UV display are highlighted, but it's hard to see on small islands.
And here's my question: Can I select the UV island that I need directly by clicking on the respective model surface in viewport? I didn't find a way so far as 3DC keeps selecting edges when clicking around in viewport rather than giving me a selection of the respective UV island.
If that is NOT possible, I'd like to suggest that for one of the next updates as the current workflow is a pain: hovering the model, looking for a highlight on one of what feels like 1000 islands, keep an eye on that island while zooming in for the purpose of selection, move it to some distant space where I collect all islands that belong together for further edge stitching, then zoom out to have all islands back visible when I start over again with step 1. Selecting UV islands by one-click on the viewport model surface and simply moving it where I want it would be so much easier. On one island it may be a time difference of just a few seconds but regarding a vast number of islands .... well
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For better understanding: It is not a simple convex surface model, it is a military tank that has an interior part, too. Moving around for adding new seams on all those tiny buttons, ammo shelves, etc. inside has you lose oversight pretty quick. So I chose to proceed from the outer hull to the inside in the UV editor onion wise.