Esquema¶
Após o desdobramento, você provavelmente irá precisar organizar os mapas UV em alguma coisa que possa ser texturizada ou pintada de uma forma inteligível. Seus objetivos para a edição são:
- Costura algumas peças (mapas UV) formando um único conjunto.
- Minimiza o espaço desperdiçado em uma imagem.
- Alarga as faces onde você deseja mais detalhes.
- Redimensiona / Alarga as faces que estão esticadas.
- Encolhe (ou recolhe) as faces que estiverem muito granulares e que possuem muitos detalhes.
With a minimum of dead space, the most pixels can be dedicated to giving the maximum detail and fineness to the UV texture. A UV face can be as small as a pixel (the little dots that make up an image) or as large as an entire image. You probably want to make some major adjustments first, and then tweak the layout.
Transformações¶
Referência
Mode: | View Mode and Mask Mode |
---|---|
Panel: | |
Menu: |
- Move G
- Rotacionar R
- Escalonar S
- Aparar Shift-Ctrl-Alt-S
Bloqueio de eixos¶
As transformações podem ser bloqueadas para um dos eixos pressionando X ou Y após acionar alguma das ferramentas de transformação. Adicionalmente, manter o BMM pressionado também funciona para restringir os movimentos para o eixo X ou Y.
Opções para UVs¶
Referência
Mode: | View Mode and Mask Mode |
---|---|
Menu: |
- Desdobramento contínuo
- Desdobra continuamente as ilhas de UVs selecionadas durante as transformações de vértices afixados.
- Snap to Pixels
- Disabled
- UVs will not be snapped.
- Corner
- Will force the UVs to snap to the corners of the nearest pixels of an image if loaded.
- Center
- Will force the UVs to snap to the center of the nearest pixels of an image if loaded.
- Restringir para os limites da imagem
- Habilitar a opção Restringir para os limites da imagem irá evitar que as UVs sejam movidas para fora da amplitude entre 0 e 1.
Afixar e desafixar¶
Referência
Mode: | View mode |
---|---|
Panel: | |
Menu: | |
Hotkey: | P, Alt-P |
You can pin UVs so they do not move between multiple unwrap operations. When Unwrapping a model it is sometimes useful to «Lock» certain UVs, so that parts of a UV layout stay the same shape, and/or in the same place. Pinning is done by selecting a UV, then selecting Pin from the UVs menu, or the shortcut P. You can Unpin a UV with the shortcut Alt-P.
Pinning is most effective when using the Unwrap method of UV mapping, for organic objects. An example is when you are modeling a symmetrical object using the Mirror Modifier. Some of the UVs on the mirror axis may be shared across the mirrored counterparts. You could pin the UVs that correspond to the midline, then align them on the X axis, and they will stay in that location.
Pinning also work great with the Live Unwrap tool. If you pin two or more UVs, with Live Unwrap on, dragging pinned UVs will interactively unwrap the model. This helps with fitting a UV island to a certain shape or region.
Empacotar ilhas¶
Referência
Mode: | View mode |
---|---|
Panel: | |
Menu: | |
Hotkey: | Ctrl-P |
The Pack Islands tool generates an optimized UV layout with non-overlapping islands that tries to efficiently fill the texture space.
First it will uniformly scale the selected island, then individually transform each island so that they fill up the UV space as much as possible.
Escalonar as ilhas por uma média¶
Referência
Mode: | View mode |
---|---|
Panel: | |
Menu: | |
Hotkey: | Ctrl-A |
Using the Average Island Scale tool, will scale each UV island so that they are all approximately the same scale.
Minimizar esticamento¶
Referência
Mode: | View mode |
---|---|
Panel: | |
Menu: | |
Hotkey: | Ctrl-V |
The Minimize Stretch tool, reduces UV stretch by minimizing angles. This essentially relaxes the UVs.
Costurar¶
Referência
Mode: | View mode |
---|---|
Panel: | |
Menu: | |
Hotkey: | V |
The Stitch tool, will join selected UVs that share vertices. you set the tool to limit stitching by distance in the Adjust Last Operation panel, by activating use limit and adjusting the limit distance
Copiar as coordenadas UV espelhadas¶
Referência
Mode: | View mode |
---|---|
Panel: | |
Menu: |
Copies UVs from one side of the mirrored mesh to the other. Affects only selected vertices (on both sides).
- Axis Direction
- Positive/Negative
- Precision
- Tolerance for finding vertex duplicates.
Espelhar¶
Referência
Mode: | View mode |
---|---|
Panel: | |
Menu: | |
Hotkey: | Ctrl-M |
UVs can be mirrored on the Y axis or the X axis:
- Espelhar em X
- Espelhar em Y
You can also use the hotkey Ctrl-M, then enter X or Y, or hold the MMB and drag in the mirror direction.
Atrair¶
Referência
Mode: | View mode |
---|---|
Menu: | |
Hotkey: | Shift-S |
Snapping in the UV Editor is similar to Snapping in 3D. For the snap to pixel options to work an image has to be loaded.
- Seleção para os pixeis
- Moves selection to nearest pixel. See also Snap to pixel above.
- Seleção para o cursor
- Moves selection to 2D cursor location.
- Seleção para o cursor (deslocamento)
- Moves selection center to 2D cursor location, while preserving the offset of the vertices from the center.
- Seleção para os adjacentes não selecionados
- Moves selection to adjacent unselected element.
- Cursor para os pixeis
- Atrai o cursor para os pixeis mais pŕoximos.
- Cursor para a seleção
- Move o cursor para o centro da seleção.
Soldar¶
Referência
Mode: | View mode |
---|---|
Panel: | |
Menu: | , |
Hotkey: | W |
The Weld tool will move selected UVs to their average position.
Merge UVs by Distance¶
Referência
Mode: | View mode |
---|---|
Panel: | |
Menu: | , |
The Merge UVs by Distance tool will merge selected UVs within the specified Margin.
Endireitar / Alinhar¶
Referência
Mode: | View mode |
---|---|
Panel: | |
Menu: | , |
Hotkey: | W |
- Endireitar
- Automático, X, Y
- Alinhar
Will line up the selected UVs on the X axis, Y axis, or automatically chosen axis.
Automático, X, Y
Edição proporcional¶
Referência
Mode: | View mode |
---|---|
Cabeçalho: | |
Menu: | |
Hotkey: | O |
Proportional Editing is available in UV editing. The controls are the same as in the 3D View. See Proportional Editing in 3D for a full reference.
Mostrar ou ocultar faces¶
Referência
Mode: | View mode |
---|---|
Menu: |
- Revelar ocultos Alt-H
- Ocultar seleção H
- Ocultar não selecionados Shift-H
Cabeçalho¶
Ponto de pivô¶
Referência
Mode: | View mode |
---|---|
Cabeçalho: |
The UV Editor has a 2D cursor. Its position can be changed by LMB clicking in the UV editor. You can also manually adjust its position in the Sidebar region. The range by default is from 0 to 256 starting from the lower left corner. By enabling Normalized under Coordinates, the range changes from 0 to 1.
O ponto de pivô pode ser alterado para:
- Centro da caixa circundante
- Ponto mediano
- Localização do cursor 2D
Janela de visualização 3D¶
Espelhar faces e rotacionar UVs¶
Referência
Editor: | Janela de visualização 3D |
---|---|
Mode: | Edit mode |
Menu: |
The orientation of the UV texture is defined by each face. If the image is, for example, upside down or laying on its side, use the
(in the 3D View in Face Select mode) menu to rotate the UVs per face in 90-degree turns.The
tool mirrors the UVs per face, which flips the image over, showing you the image reversed.