View & accessibility
Thumbnails
Motion
Bforartists
5.1
Editors

Mesh - Edit mode - UV menu

Here you find the uv mapping methods and some further functionality. You use it best in the U Editing layout. There you can see the result in the UV Editor then.

6
 min read
Up to date for 
5.1
draft

Edit Mode - UV Menu

Edit Mode - UV Menu
Edit Mode - UV Menu

Here you find the uv mapping methods and some further functionality. You use it best in the U Editing layout. There you can see the result in the UV Editor then.

The UV menu is just available for Mesh objects.

EntryWhat it does
Angle BasedUnwraps the selected geometry with the method Angle based. ABF stands for Angle Based Flattening. ABF can give a bit better result than LSCM when unwrapping organic shapes.
ConformalUnwraps the selected geometry with the method LSCM, which is the short for Least Square Conformal Mapping. LSCM can give a bit better results than ABF with geometric shapes.

Minimum Stretch

Unwraps the selected geometry with the method SLIM, which is a “state-of-the-art” iterative UV unwrapping algorithm.

Last Operator Unwrap

Method

Method is a drop down box where you can choose the unwrap method.

Method Angle based + Conformal
Method Angle based + Conformal
Method Angle based + Conformal

Unwrap ABF and Unwrap LSCM shares the same Last Operator.

Method

Method is a drop down box where you can choose between Unwrap method Angle Based and Conformal.

Fill Holes

Fill Holes

Fill holes in the mesh before unwrapping.

EntryWhat it does
Use Subdivision SurfaceUnwraps an existing Subdivision Modifier. You need to add a Subdivision Modifier first.
Correct AspectTake the Image Aspect Ratio into account.

Margin Method

Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.

Margin

The distance between the single UV patches.

Method Minimum Stretch
Method Minimum Stretch
Iterations

Number of iterations.

EntryWhat it does
No FlipPrevent flipping UV's
Importance WeightTake per vertex importance weights into account.
Use Subdivision SurfaceUnwraps an existing Subdivision Modifier. You need to add a Subdivision Modifier first.
Correct AspectTake the Image Aspect Ratio into account.

Margin Method

Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.

Margin

The distance between the single UV patches.

Smart UV Project

Smart UV Project

Smart UV Project projects the UV mapping from different angles.

Smart UV Project Settings dialogue

Angle Limit

The Angle Limit defines after which angle the mapping happens from the next side. With an angle of 66 you have around six sides to map from. The calculation is 360/66.

Margin Method
Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.
Rotation Method
Rotation Method

How to rotate islands.

EntryWhat it does
Island MarginIsland Margin defines the distance between the UV patches.
Area WeightWeight Projection Vector by faces with larger areas.
Correct AspectTake the Image Aspect Ratio into account.

Last Operator Smart UV Project

Last Operator Smart UV Project
Last Operator Smart UV Project

The Last Operator for Smart UV Project contains the same settings than the Smart UV Project Settings dialogue.

Lightmap Pack

Lightmap Pack

Lightmap Pack maps each face individually, and puts the result into the UV space. Without margin.

Lightmap Pack has no Last Operator.

Settings

EntryWhat it does
SelectionSelection is a drop-down box where you can choose what will be packed, either Selected Faces or All Faces.
Share Tex SpaceMap all objects into one lightmap.
New UV MapCreate a new UV map for every new mesh.
Pack QualityThe pack quality.
MarginThe distance between the single UV patches.

Follow Active Quads

Follow Active quads maps UV coordinates starting from an active face, and maps all adjacent faces in quad shape then. This way you can for example unwrap a pipe or a road. You first need to have a face selected. Then select everything. And then click at Follow Active Quads.

Settings

Settings
Edge Length Mode

Edge Length Mode is a drop-down box where you can choose the Length method.

Last Operator Follow Active Quads

Last Operator Follow Active Quads
Last Operator Follow Active Quads

The Last Operator contains the same settings than the Settings dialogue.

Cube Projection

Cube Projection maps the mesh from six sides, means cubic.

Last Operator Cube Projection

Last Operator Cube Projection
Last Operator Cube Projection
EntryWhat it does
Cube SizeCube Size defines the size of the UV mesh in the UV space.
Correct AspectTake Image Aspect ratio into account.
Clip to BoundsClip UV Coordinates to bounds after unwrapping.
Scale to BoundsScale UV Coordinates to bounds after unwrapping.

Cylinder Projection

Cylinder Projection tries to map the geometry cylindric.

Last Operator Cylinder Projection
Last Operator Cylinder Projection
Last Operator Cylinder Projection
Direction
Direction

Direction is a drop-down box where you can choose in which direction the spherical projection will be mapped.

Align
Align

Align is a drop-down box where you can choose the Align method.

Pole
Pole

How to handle the faces at the poles.

EntryWhat it does
Preserve SeamsKeep existing seams intact.
RadiusRadius defines the Polar size of the UV mesh in the UV space.
Correct AspectTake Image Aspect ratio into account.
Clip to BoundsClip UV Coordinates to bounds after unwrapping.
Scale to BoundsScale UV Coordinates to bounds after unwrapping.

Sphere Projection

Sphere Projection tries to map the geometry spherical.

Last Operator Sphere Projection
Last Operator Sphere Projection
Last Operator Sphere Projection
Direction
Direction

Direction is a drop-down box where you can choose in which direction the spherical projection will be mapped.

Align
Align

Align is a drop-down box where you can choose the Align method.

Pole
Pole

How to handle the faces at the poles.

EntryWhat it does
Preserve SeamsKeep existing seams intact.
Correct AspectTake Image Aspect ratio into account.
Clip to BoundsClip UV Coordinates to bounds after unwrapping.
Scale to BoundsScale UV Coordinates to bounds after unwrapping.

Project from View

Project from View projects the UV from the current 3D view.

Last Operator Project from View

Last Operator Project from View
Last Operator Project from View
EntryWhat it does
OrthographicUser orthographic projection.
Camera BoundsMap UV's to the camera region taking resolution and aspect into account.
Correct AspectTake Image Aspect ratio into account.
Clip to BoundsClip UV Coordinates to bounds after unwrapping.
Scale to BoundsScale UV Coordinates to bounds after unwrapping.

Project from View (Bounds)

Project from View projects the UV from the current 3D view.

Same as Project from View, but with Scale to Bounds ticked in the Last operator. And so it scales to the bounds.

Mark Seam

Mark Seam

The unwrap algorithms Angle based and Conformal requires to have edges marked as seams. Think of it as a cutting pattern for a trouser for example. Such a trouser is also made of fabric patterns.

Same goes for the UV patches when you use Angle based or conformal unwrapping. You need to cut your mesh into parts and mark edges as seams, so that the algorithm knows where the seams are.

Mark seam marks the currently selected edge(s) as a seam. Seam edges will be displayed as red in the 3D viewport.

EntryWhat it does
Clear SeamClear seam removes the seam from the currently selected edge(s).
ResetResets the UV Projection.