Selecting UVs

Much like the 3D Viewport, the UV Editor has selection mode buttons in the header, as well as a Select menu.

Sincronizando com a seleção

When enabled (the default), the UV Editor and 3D Viewport share a synchronized selection state. Selecting components (vertices, edges, or faces) in one editor will automatically select the corresponding elements in the other.

With Sync Selection enabled, all faces are visible in the UV Editor at all times, since UV visibility follows mesh selection in the 3D Viewport.

Viewport Selection

Selecting a vertex, edge, or face in the 3D Viewport selects all its corresponding UV elements.

UV Selection

Selecting a UV will select vertices, edges and faces in the 3D viewport.

With vertex & edge selection modes it is possible for only some of the UV’s attached to a vertex to be selected.

When disabled, only the UVs belonging to the currently selected faces in the 3D Viewport are shown. Selections in the UV Editor are independent, allowing individual UV vertices and edges to be selected even if they correspond to the same mesh vertex or edge. Selecting in one editor no longer affects the other.

Nota

Currently, only some 3D Viewport selection operations preserve per-UV selection data, including basic picking, box, circle, and lasso selection. Other operators, such as Select Random or Select Similar, will reset the stored UV selection, causing all UVs connected to selected mesh elements to become selected. Support for additional operators may be added later.

Dica

Internally, UV selection data is stored per face corner and created on demand to avoid overhead. Python scripts that modify mesh selections can use the API functions to synchronize or clear the UV selection state as needed.

Selection Mode

Vertex:

1 Select vertices.

Edge:

2 Select edges.

Face:

3 Select faces.

If Sync Selection is enabled, you can hold Shift while clicking a selection mode to activate multiple modes at the same time.

Veja também

Mesh Selection

UV Island Selection

Referência

Mode:

Edit Mode

Menu:

Header ‣ UV Island Selection

Atalho:

4

Select contiguous groups of faces that are connected in the UV map.

Modo de seleção adesivo

Options for automatically selecting additional UV vertices.

Desabilitado

Each UV vertex can be selected independently of the others.

Localização compartilhada

Automatically select UV vertices that correspond to the same mesh vertex and have the same UV coordinates. This is the default and gives the illusion that multiple faces in a UV map can share the same vertex; in reality, they have separate vertices that overlap.

Vértices compartilhados

Automatically select UV vertices that correspond to the same mesh vertex, even if they have different UV coordinates.

Select Menu

All A

Selects all UV elements.

None Alt-A

Deselects all UV elements.

Invert Ctrl-I

Inverte a seleção atual.

Box Select Alt-B

See Box Select.

Box Select Pinned Ctrl-B

Like Box Select, but only selects pinned UV vertices.

Selecionar por círculo

See Circle Select.

Lasso Select

See Lasso Select.

More/Less Ctrl-NumpadPlus, Ctrl-NumpadMinus

Expands/contracts the selection to/from adjacent elements.

All by Trait
Tile

See Select Tile.

Pinned Shift-P

See Select Pinned.

Interposições

See Select Overlap.

Winding

See Select by Winding.

Selecionar por similaridades

Referência

Mode:

Edit Mode

Menu:

Selecionar ‣ Selecionar por similaridades

Atalho:

Shift-G

Selects UV elements that are similar to the active one in some way. The Adjust Last Operation panel provides several options:

Tipo

The property to compare. Which properties are available depends on the Selection Mode.

Vertex Selection Mode
Pinned:

Selects vertices with the same pinned state.

Edge Selection Mode
Length:

Selects edges with a similar length in the UV map.

Length 3D:

Selects edges with a similar length in the 3D mesh.

Pinned:

Selects edges with the same pinned state.

Face Selection Mode
Area:

Selects faces with a similar area in the UV map.

Area 3D:

Selects faces with a similar area in the 3D mesh.

Material:

Selects faces that have the same Material.

Objeto:

Selects faces that belong to the same object. This is useful when multiple objects are in Edit mode at once.

Polygon Sides:

Selects faces with a similar number of edges.

Winding:

Selects faces that have the same orientation (facing upwards or downwards in the UV map).

Island Selection Mode
Area:

Selects islands with a similar area in the UV map.

Area 3D:

Selects islands with a similar area in the 3D mesh.

Amount of Faces in Island:

Selects islands with a similar number of faces.

Comparação

The comparison operator.

Equal:

Select elements whose value is equal.

Greater:

Select elements whose value is greater or equal.

Less:

Select elements whose value is less or equal.

Ajuste

Tolerance for values that are almost, but not quite the same. A higher threshold will select more elements.

Select Linked

Linked

Referência

Mode:

Edit Mode

Menu:

Select ‣ Select Linked ‣ Linked

Atalho:

Ctrl-L

Selects all UV elements that are connected to the currently selected ones.

This operation expands the selection to include all UVs that are part of the same connected UV island. Connectivity is determined by shared UV edges, not by the underlying mesh topology.

This is useful for quickly selecting an entire UV island when only a portion of it is currently selected, such as when adjusting layout, packing, or applying transforms to a whole island.

Delimitar

Restricts how linked UV selection expands.

Costuras:

Stop selection across edges marked as seams.

Acentuado:

Stop selection across sharp edges.

Material:

Stop selection across faces using different materials.

Shortest Path

Referência

Mode:

Edit Mode

Menu:

Select ‣ Select Linked ‣ Shortest Path

Atalho:

Ctrl-R

Selects all the UV elements along the shortest path between two elements: the two selected elements when activated using the menu, or the active one and the clicked one when activated using the shortcut.

Face Stepping

For vertices: allows the path to step across faces, following their diagonal rather than their edges.

For edges: selects disconnected edges that are perpendicular to the path (edge ring), rather than connected edges along the path (edge loop).

For faces: allows the path to go through faces that only share a vertex, rather than an edge.

Topology Distance

Calculates the distance by simply counting edges rather than measuring their lengths.

Fill Region Shift-Ctrl-LMB

Selects all shortest paths rather than just one.

The following settings allow selecting elements at regular intervals, creating a «dashed line» rather than a continuous one.

Deselected

The number of deselected elements in the repetitive sequence.

Selected

The number of selected elements in the repetitive sequence.

Deslocamento

The number of elements to offset the sequence by.

Veja também

Mesh edit Select Shortest Path.

Select Split

Referência

Mode:

Edit Mode

Menu:

Select ‣ Select Split

Atalho:

Y

«Detaches» the selected faces so they can be moved elsewhere without affecting their neighbors.

Dica

Unlike Split Selection for meshes, which physically disconnects faces, this is a pure selection operator. In UV space, the faces were never connected to begin with; it only seemed that way because Sticky Selection automatically selected the vertices of neighboring faces. Select Split deselects those vertices again.

As an alternative to Select Split, you can set the Sticky Selection Mode to Disabled.

Select All by Trait

Select Tile

Referência

Mode:

Edit Mode

Menu:

Select ‣ Select All by Trait ‣ Tile

Selects UV faces that lie within a specific UV tile, primarily intended for use with UDIM workflows.

The initial tile is determined by the position of the 2D Cursor. All UV faces whose coordinates fall inside that tile are selected.

This operator is useful when working with multi-tile UV layouts, allowing you to quickly isolate and operate on UVs assigned to a particular UDIM tile, such as for packing, transforming, or baking textures.

To select a different tile, move the 2D Cursor to the desired tile location and run the operator again.

Select Pinned

Referência

Mode:

Edit Mode

Menu:

Select ‣ Select All by Trait ‣ Pinned

Atalho:

Shift-P

Selects all pinned UVs in the UV Editor.

Pinned UVs are constrained during unwrapping and certain transform operations, allowing them to stay fixed while other UVs are adjusted. This operator is useful for quickly identifying or modifying pinned regions, such as when refining UV layouts or controlling unwrap behavior.

Select Overlap

Referência

Mode:

Edit Mode

Menu:

Select ‣ Select All by Trait ‣ Overlap

Selects all UV faces that overlap with one another in the UV Editor.

Overlapping UVs share the same or partially intersecting texture space, which can cause rendering artifacts, texture bleeding, or incorrect baking results. This operator helps identify problematic areas in a UV layout.

It is commonly used when preparing UVs for texture baking, lightmaps, or game engine export, where overlapping UVs are often undesirable. Once selected, overlapping faces can be moved, scaled, or repacked to resolve the overlap.

Select by Winding

Referência

Mode:

Edit Mode

Menu:

Select ‣ Select All by Trait ‣ Winding

Selects faces by their winding - positive or negative, where a negative winding would mirror the content of an image displayed on the mesh.

This can be useful to detect problems when flipping the UV mapping isn’t desired.

Select Edge Loop

Referência

Mode:

Edit Mode

Atalho:

Alt-LMB, or Shift-Alt-LMB for extending the existing selection.

Holding Alt while clicking an edge selects that edge and then expands the selection as far as possible in the two directions parallel to it. While this works for selecting edge loops that wrap around a mesh, it also works for partial loops.

You can additionally hold Shift to extend the current selection rather than replacing it.

Veja também

Mesh edit Select Edge Loops.

Select Edge Ring

Referência

Mode:

Edit Mode

Atalho:

Ctrl-Alt-LMB, or Shift-Ctrl-Alt-LMB for extending the existing selection.

Holding Ctrl-Alt while clicking an edge selects that edge and then expands the selection as far as possible in the two directions perpendicular to it. While this works for selecting edge rings that wrap around a mesh, it also works when a complete ring does not exist.

You can additionally hold Shift to extend the current selection rather than replacing it.

Veja também

Mesh edit Select Edge Rings.