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  • Published 6 Mar 2020

Display UVs in Edit Mode

We need to see the UV islands in Edit Mode without selecting the faces. Having to select all of the mesh' faces to work on its UVs makes it impossible, for instance, to see the connection between the face I'm selecting in the UV editor and the face it corresponds to in 3D space. UV Sync selection allows us to see them, but makes it difficult to work on them since UV vertices are also synced.

Screenshot_3.png

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Development Status: Open

Upvote 45 Downvote 1
unrealer
6 Mar 2020

7 Comments

ckohl_art

Yeah I'm not really sure what the use case is for the existing design that only shows the UVs when you have faces selected, which breaks synching. Put simply, if an object is selected the UVs should be visible in the 2D editor.

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unrealer Author

* @Chris Kohl * Seems like a legacy way of working that's survived for too long because of the overall focus on UV-less procedural and tri-planar materials...

RNavega

Alex, can you tell me if this add-on does what you want?
github.com/BenjaminSauder/uv_highlight/tree/develop

You can download it in this way: github.com/BenjaminSauder/uv_highlight/issues/5

IIIFGIII

Please use search before posting to not stack duplicates

unrealer Author

* @IIIFGIII * It's not exactly the same, in the previous proposal you still need to select all the faces to see the UVs...

IIIFGIII

* @alejandromedinapons * Aha... now I get it. So you want just constant visualizing UV's without " sync selection " option ON. It have sense sometimes.

The only problem I see is that showing all the UV's mean to work with UV vertex data for all mesh even when nothing is selected. Not sure but maybe it can cause additional performance drop.

Maybe it hawe sense to implement such feature with few more options - dropdown menu somewhere with options Show UV's For Selected, Selected/Connected, Visible Mesh, Full Mesh ( not sure that it can be implemented to show UV's for hidden parts ).

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ckohl_art

* @IIIFGIII * The only instance in which it would conceivably impact performance is if a mesh has hundreds of thousands of vertices or more.

-edit- Ah I see your reference mesh from the other Object Mode thread and you have a point. A Dropdown like you suggest would work as a solution for both workflow needs.

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