UV Maps

There are a number functions to view, create and edit UV Maps. Let’s look at each of these components.

UV Preview Window

UV Preview Panel

Inside of the UV preview window you can also manipulate your UV Islands & other components directly. By LMB clicking on an island, you’ll then see the Transform gizmo. Selected islands will then highlight all edges of it’s respective polygons inside the 3D Viewport. These tools all require a selection in the UV Preview window. To select an island, simply click on one with the LMB.

UV Transform Gizmo

UV Preview Gizmo

Found in the UV Preview window, this 2D Transform gizmo lets you scale, stretch, rotate and translate whichever island you currently have selected. You can manually place your islands as you see fit before packing them into a UV Map. You must have the Manipulate function turned on to use this, it is located on the Top Bar. Use this gizmo to transform vertices, edges, faces, islands and any selection thereof (multiple islands, etc.) inside the UV Preview window.

Top Bar

UV Top Bar

Located near the top of the interface is the Top Bar, this panel includes the functions needed to select every type of components from your UV Map (vertices, edges, polygons & islands) for manipulation with the UV gizmo. This panel also displays which UV Tool you are currently using, which type of default texture you wish to show mapped onto your Unwrapped Retopo Object (simple checker, etc.) as well as a drop-down menu that shows a list of UV Maps that you have. It will display all UV Maps whether they were created in another application and imported with the mesh, or created within 3DCoat. The UV Map drop-down list also has functions to Add, Delete and Rename UV Maps.

Move Selected is a drop-down list with all the existing UV Maps, that will let you move selected components to another UV Map by selected that map in the drop-down.

Menu Information

There are only two menu functions, tucked away into the Textures Menu, that relate to the UV Room. The are Import/Export UV, which allow you to import/export the mesh with the current in-progress UV editing from the UV Room to/from disk.

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