Mon, Dec 23, 2:27 PM CST

Renderosity Forums / Blender



Welcome to the Blender Forum

Forum Moderators: Lobo3433 Forum Coordinators: LuxXeon

Blender F.A.Q (Last Updated: 2024 Dec 23 6:26 am)

Welcome to the Blender Forum!


   Your place to learn about Blender, ask questions,
   exchange ideas, and interact with the other Blender users!


   Gallery | Freestuff | Tutorials

 

Visit the Renderosity MarketPlace. Your source for digital art content!

 





Subject: Identifying model parts in the UV map


VolcanicMink ( ) posted Wed, 10 August 2016 at 8:58 PM · edited Mon, 23 December 2024 at 2:01 PM

The model is a double-limbed elven bow, but the question applies to anything that creates a large number of islands. I have unwrapped it, producing many islands on the UV map that look similar. I would like to be able to id the corresponding parts on the model. I can select an island (using L), but the whole model has to be selected to show up on the UV map, so there's no differentiation visible. The major purpose is to reposition certain islands so the wood grain texture goes a different direction. Is there a way to do this? Thanks!


VolcanicMink ( ) posted Wed, 10 August 2016 at 10:24 PM

Think I got it. Selecting individual or groups of faces makes them show up on the map side.


keppel ( ) posted Thu, 11 August 2016 at 8:18 AM

If you click on the button indicated in the attached picture you will toggle on the "Keep UV and edit mode mesh selection in sync" action. This will show, when in edit mode, all the faces of the mesh in the "UV Editor" window. If you use the "L" key in the left window (3D View) you will select all the faces in each separate mesh element, these faces will then be highlighted in the "UV Editor".

UV Edit Sync_1.jpg

My Renderosity Store
Virtual Furnishing
My Portfolio



TheBryster ( ) posted Thu, 11 August 2016 at 10:36 AM
Forum Moderator

Volcanic, could you post a screenshot here, please? I'd love to see what you are working on. Some of the terminology is somewhat alien to me.

Available on Amazon for the Kindle E-Reader

All the Woes of a World by Jonathan Icknield aka The Bryster


And in my final hours - I would cling rather to the tattooed hand of kindness - than the unblemished hand of hate...


Warlock279 ( ) posted Thu, 11 August 2016 at 3:06 PM

While Keppel's suggestion provides probably the most straightforward solution, you can also use H [hide] and Alt+H [unhide] in various combinations to narrow parts down or just simplify your view as well. If you "hide" something while the cursor is in the UV window, then it will deselect those polygons in the 3d view [Note: this only works if you don't sync selection between the views as Keppel suggested], if you use "hide" in the 3d view [or with sync selection active], then it will actually hide the geometry.

Core i7 950@3.02GHz | 12GB Corsair Dominator Ram@1600mHz | 2GB Geforce GTX 660


Lightwave | Blender | Marmoset | GIMP | Krita


davidstoolie ( ) posted Sun, 21 August 2016 at 1:06 PM

I really need to start "wrapping" my head around unwrapping. This is one area besides modelling I fail at miserably. I've concentrated so much on rendering nice pictures, that I've totally neglected the deeper aspect of creation. I've picked up some on modelling, but unwrapping is a dark forest to me.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.