8
886 Chapter 8: Modifiers
Face sub-object mode. For a face to be selected,
the current edge selection must include all of its
vertices. For example, if two opposite edges of a
four-sidedfaceareselected,theedgeselection
includes all four of the face’s vertices, so this
command will select the face.
Conver t Face to V er t ex—Conver ts the current face
select ion to a vertex selection and places you in
Ve r t e x s u b - o b j e c t m o d e .
Conver t Face to E dge—Conver ts the current face
selectiontoanedgeselectionandplacesyouin
Edge sub-object mode.
Select Inverted Faces—Selectsanyfacesfacingaway
from the current mapping. Available only in
Face
selection mode
.
This is useful in complex models for finding faces
on a surface that folds in under itself, thus causing
potential problems w ith bump mapping.
For example, add a sphere, turn off Generate
Mapping Coords, and them apply U n wrap UVW.
This causes the modifier to apply planar mapping
from the top down, so that all faces on the bottom
half of the sphere are “inver ted”; that is, they face
away from the mapping. In the modifier stack
display, highlig ht the Select Face sub-object level,
andthenclicktheEditbuttontoopentheUVW
editor. Choose the Face selection mode, and then
choose S elect > Select Inver ted Faces. In the
viewports, the bottom half of the sphere turns red
to indicate that the inverted faces are now selected.
Select Overla pped Faces—Selects any faces
that overlap other faces. If no face is selected, this
selects all overlapping faces. If a face select ion
exists, this selects on ly overlapping faces w ithin the
selection. Available only in
Face selection mode
.
When working with complex meshes, it’s common
for texture-coordinate faces to overlap one
another, with the result that they use the same
portion of the texture map. Use this command to
find overlapping faces in order to separate them
as needed.
Tools menu
Toolsonthismenuletyouflipandmirrortexture
coordinates, weld vertices, combine and separate
sets of texture coordinates, and sketch outlines for
multiple selected vertices.
Flip Hor izontal/Ver tical—Detaches the selected
sub-objects along their boundary edges and then
applies Mirror Horizontal or Vertical, depending
on the mode.
Mirror Horizontal/Ver tical—Reverses the direction
of selected sub-objects along the indicated axis
and flips UVs accordingly.
Weld Selected—Welds selected sub-objects to a
single vertex, based on the Weld Threshold setting.
You can set t he threshold on the Opt ions p anel
> Unwrap Editor Options group, as well as on
the
Unwrap Options dialog (page 1–902)
>Misc.
Preferences group.
Target Weld—Welds pairs of vertices or edges. Not
available at the Face sub-object level.
Turn on Target Weld, and then drag one vertex
to another vertex, or one edge to another edge.
As you drag, the cursor changes in appearance to
cross hairs when it’s over a valid sub-object. While
this command is active, you can continue welding
sub-objects, and change the sub-object level. To
exit Target Weld mode, right-click in the editor
window.
Break—Applies to the current s election; works
differently in the three sub-object modes. At
the Vertex sub-object level, Break replaces each
shared vertex with two vertices. With edges,
Break requires at least two cont iguous edges to be
selected, and separates each edge into two. With
faces, Break splits the selec tion off from the rest
of the mesh into a new element, exactly as does
Detach Edge Verts.