2009

Table Of Contents
Working with UVs in the UV Texture Editor
When texture mapping a polygon or subdivision surface type model it is often
necessary to modify the UV components for a model so they match the texture
map. The UV Texture Editor provides many tools for working with UVs. In
this section you learn how to:
Select UVs from either the scene view or the UV Texture Editor and
accurately correlate them. Selecting UV components is critical to modifying
them accurately.
Sew UV shells together to reduce the number of UV components you need
to work with.
Move and rotate UVs within the UV Texture Editor to make the UV shells
align to the cracker box texture map.
Selecting UV components
You can select UV components from either the scene view or within the UV
Texture Editor. Displaying both the 3D scene view and the 2D view of the UV
Texture Editor lets you easily correlate which UV components are associated
with a particular edge or vertex on the 3D model.
This is very helpful to understand the layout and orientation of your UV
texture coordinates in relation to the image used for a texture map and how
the map appears on the model in the 3D scene view.
To select UVs for a 3D model in the scene view
1 In the UV Texture Editor, select Image > Display Image to turn off the
display of the texture image.
Display Image works by turning the display of the assigned texture on
or off in the 2D view of the UV Texture Editor. Turning the image off
temporarily aids in viewing only the UV components. This will be useful
in the steps that follow.
Working with UVs in the UV Texture Editor | 365