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Workflow question: Mirroring/stacking uv shells


Cybergooch
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I've got a workflow question about mirroring and/or stacking uv islands.

I did a search here, but couldn't find an example of what I'm trying to do.

 

If I import an object that's symmetrical and I want to use the same texture uv space on both sides, what's the best way to do this?

If I run automap, it of course distributes everything evenly.

After unwrapping, is there a way to cleanly snap the uv's to the (mirrored) location of the other uv's?

 

And once that's been done, how do I prevent the islands from separating (moving away from each other) when I do Pack uv's?

 

If anyone can point me to a video where this is shown it would be great, thanks!

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to cleanly snap the uv's to the (mirrored) location of the other uv's you can use ctrl+x and ctrl+v in every island pair

select one island,, ctrl+x

select the mirrored island, ctrl+v

 

you can also work using Retopo > Virtual mirror mode

 

//edited, ty

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to cleanly snap the uv's to the (mirrored) location of the other uv's you can use ctrl+c and ctrl+v in every island pair

select one island,, ctrl+c select the mirrored island, ctrl+v

 

This is a neat feature but the hotkeys are actually wrong, No geometry is getting copied here: Ctrl+X and Ctrl+V was better.

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