UV Mapping Overhaul
The problem
Blenders UV mapping is pretty far behind. Everyone has trouble learning how to UV map and the core concepts behind it. A clunky UI/ UX makes that a whole lot harder than it has to be.
The solution
Improve the standard UV tools, user interface and workflow.
If you're thinking blenders UV workflow is totally fine, I've had no issues with it. That's cool, but you don't know what you're missing out on and how much faster and easier it can be.
Note: I can offer my 12+ years of graphic design experience, 4+ years experience UV unwrapping in 4 different softwares, etc.
Why prioritize this over other blender improvements?
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Sometimes the boring stuff is the most important. For modelers, this is one of those things that can't be left behind and Blender is very competitive for modelers until it comes to UVing. Many pros are coming to blender for it's modeling capabilities but still have to find other options for UVs.
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Beginners need a better experience with this. The concepts and process are naturally weird for UV unwrapping and the tools can make this a lot easier or harderfor them.
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I know that we can get the UV job done for any project in 10x less time with a better setup system in place. We can even enjoy it.
Most important improvements to start:
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Ditch the sync button system and have the objects geometry show in both the 3D and 2D views during the work. The geometry should not disappear in either view while you are working on it unless you intentionally hide it.
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Add a toggle switch with a basic checker material which shows on both the model and it's islands. We need this to check distortion (the current way to enable this is clunky)
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Be able to add custom texture material
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Highlight flipped polygons/ islands by default in red
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Make a consolidated tool panel in the 2D view that includes all the basic functions needed for any project
This panel should include:
- Set UV tile dimensions with presets for 1K, 2K, 3K, 4K etc.
- Set number of UV Tiles and make them quickly accessible (+ and - buttons or something)
- Pack UV islands with check box options (Set margins and padding)
- Align island rotation buttons
- Align islands with gravity
- Straighten UV's along Vertical and Horizontal
- Rectangulate - basically to square off UV islands AKA rectify
- Get and set texel density for UV islands
- Select back-facing islands/ faces
- Flip islands by X or Y
- export UV snapshot
- There should also be a pie menu for UVing on the 3D side and on the 2D side with really repetitive tasks covered.
3D Pie menu / keyboard shortcuts:
- Apply transforms
- Project Islands from View
- Mark seam
- Cut seam
- Stitch and or Sew Seam
2D / keyboard shortcuts:
- Unfold/ unwrap
- Relax Islands
- Cut seam
- Stitch and or Sew Seam
- Align rotation
- Relax
- Pin
- Unwrap/ unfold
This kind of thing would greatly improve the process, make it more user friendly and bridge the wide gap with other softwares like maya and rizom.
Some features for the IDEAL UV workflow:
- Be able to group and organize UV islands.
- Pack UV groups together
4 Comments
"sync selection turned on" - if we are talking about sync selection, the whole concept of syncing should be removed, it has all kinds of issues, like selecting island edges and whatnot, horrible concept. Although I do agree that UV-tools are in need of updating.
I've written my own select backfacing faces function as there doesn't seem to be a built-in version.
I've written own scripts to add test checker pattern materials automatically to object, and AFAIK in 2.8+ Blender versions, there is no other way to show the checker pattern than using a material and its texture.
I've also added here a thread requesting option to allow fading UV-window background texture. Of course nowadays many simply use Substance Painter and are oblivious to or unaware of the benefits of using your texture as a reference for many things, and in Blender it is a pain, as the image is blasted on your eyes with 100% brightness, making it almost useless.
And there doesn't seem to be a proper way to adjust UV-window's grid size, or it must be well hidden.
The whole menu thing in Blender seems to be hit and miss. There doesn't seem to be proper conventions for these things, it feels like some things are in the menus or pies - some are not.
So some sort of collected "all tools are located here" kind of solution would be good.
I agree, there really shouldn't even be a sync button. it should just work
Some great options to get us through. Also fo reference or collaboration. extensions.blender.org/add-ons/univ/ extensions.blender.org/add-ons/zenuvchecker/
The sync toggle is so frustrating. I came here to suggest that, at the very least, when turning sync on or off, that the selection mode remain the same. It SHOULD NOT change your selection mode when turning sync on and off, but it does. Why the selection mode (faces/edges/verts) is connected to the sync toggle is truly baffling to me.