Editing
After unwrap, you will likely need to arrange the UV maps, so that they can be used in texturing or painting. Your goals for editing are:
Stitch pieces (of UV maps) back together.
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 major adjustments first, and then tweak the layout.
Transform
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Tool
- Menu
Move G
Rotacionar R
Escalonar S
Shear 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.
Espelhar
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
- Atalho
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 hotkeys X or Y, or hold the MMB and drag in the mirror direction.
Copiar as coordenadas UV espelhadas
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
Copies UVs from one side of the mirrored mesh to the other. Affects only selected vertices (on both sides).
- Axis Direction
Positive/Negative
- Precisão
Tolerance for finding vertex duplicates.
Snap
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
- Atalho
Atalho: 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.
Fundir
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
- Atalho
Atalho: Tecl. Num. Barra á dir.
- At Center
Moves selected UVs to their average position.
- At Cursor
Moves selection UVs to 2D cursor location.
- By Distance
Merges selected UVs within the specified Merge Distance.
Split
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
- Atalho
Alt-M
- Selection Y
Splits (disconnects) the selection from the rest of the UV. The border edge to any non-selected elements are duplicated.
Note that the «copy» is left exactly at the same position as the original, so you must move it to see it clearly.
Desdobrar
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
- Atalho
U
Blender offers several ways of mapping UVs. The simpler projection methods use formulas that map 3D space onto 2D space, by interpolating the position of points toward a point, axis or plane through a surface. The more advanced methods can be used with more complex models, and have more specific uses.
Pin & Unpin
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
- Atalho
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.
Mark/Clear Seams
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
See Costuras.
Seams from Islands
Reference
- Mode
View mode
- Menu
Adds seams at the boundaries of existing UV islands. This is useful when modifying the UVs of already unwrapped meshes.
Empacotar ilhas
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
- Atalho
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.
- Pack To
The UDIM grid to pack UV islands into.
- Closest UDIM
Pack islands to closest UDIM.
- Active UDIM
Pack islands to active UDIM image tile or UDIM grid tile where 2D cursor is located.
- Rotate
Allow islands to be rotated to possible get a tighter fit.
- Margens
The target empty space between islands.
Escalonar as ilhas por uma média
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
- Atalho
Ctrl-A
Using the Average Island Scale tool, will scale each UV island so that they are all approximately the same scale.
Minimizar esticamento
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
- Atalho
Ctrl-V
The Minimize Stretch tool, reduces UV stretch by minimizing angles. This essentially relaxes the UVs.
Costurar
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
- Atalho
Alt-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.
Alinhar
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
- Atalho
Shift-W
- Endireitar
Auto, X, Y
- Alinhar
Will line up the selected UVs on the X axis, Y axis, or automatically chosen axis.
Auto, X, Y
Mostrar ou ocultar faces
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
Revelar ocultos Alt-H
Hide Select H
Hide Unselect Shift-H
Exportar esquema UV
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
If you are using an external application, you need to know where on the mesh you are painting.
Nota
This is an add-on activated by default.
Edição proporcional
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Header
- Menu
- Atalho
O
Proportional Editing is available in UV editing. The controls are the same as in the 3D Viewport. See Proportional Editing in 3D for a full reference.
Opções para UVs
Reference
- Editor
UV Editor
- Mode
Edit Mode
- Menu
- Desdobramento contínuo
Continuously unwraps the selected UV islands while transforming pinned vertices. Note, this is different than the Live Unwrap option in the 3D Viewport.
- Snap to Pixels
- Desabilitado
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
For standard textures, this option prevents UVs from being moved outside the 0 to 1 UV range. For UDIMs textures, this option prevents UVs from being moved outside the nearest UDIM tile.
3D Viewport
Rotate UVs
Reference
- Editor
3D Viewport
- 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 Viewport in Face Select mode) menu to rotate the UVs per face in 90-degree turns.Reverse UVs
Reference
- Editor
3D Viewport
- Mode
Edit Mode
- Menu
The
tool mirrors the UVs per face, which flips the image over, showing you the image reversed.