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  • Published 14 Aug 2019

UV overhaul!! Proposal 1 (and thoughts) - New UV algorithms

Hello Everyone! I am writing on this topic because it seems to not be mentioned anywhere recently on any of the community websites for Blender. As you know the UV tools and algorithms in Blender have been lacking for almost a decade and is falling behind for use in production pipelines.

Other 3d modeling software such as Maya have had their UV mapping tools updated and improved in recent years but i feel it is time for Blender to do the same as to keep up with industry standards.

I would do this myself if i had any knowledge or programming skill… but the best i can do is write this post to rally and inspire people who are willing to partake in improving the UV system in Blender either by producing addons or opening a new experimental branch! Im splitting my proposals so they can be rated accordingly. First off i feel blender has a need for new UV unwrapping methods and algorithms since the current ones are constantly producing unpredictable results such as skewing or bulging for organic models (Characters, Creatures etc) and overall is very very slow when dealing with high density meshes. This also makes it impossible to overlap mirrored UVs without fiddling with UV vertexes (snapping every single vertex one by one is really no fun).

The SLIM algorithm development as far as i know has been halted and has been pending for years (which is a shame) but as more and more people and large companies are getting interested in Blender, the more the program needs to meet higher expectations and its up to the community to meet them halfway so we also need accountability.

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Development Status: Open

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Nick_Knack97
14 Aug 2019

7 Comments

Josephbburg

"Other 3d modeling software such as Maya have had their UV mapping tools constantly updated and perfected" Nice one, very funny.

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Nick_Knack97 Author

* @Josephbburg * I know right? If they only updated as often as blender does.. Overall they are vastly better than Blender's either way at the moment is what im trying to get at. its just a comparison with an industry standard and to what is actually missing in our beloved 3d program. Also i should probably change that quote in the post cause its too ironic.

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Josephbburg

* @nicholasfrancavilla1997 * I'm all for improvements to the UV editor in Blender, and I think it can start with SLIM. The Blender Foundation just got a huge sack of cash dumped on their lap, so before long they'll be organized enough to tackle a lot more code review. I'm optimistic. But obviously the most important feature for UV, no, for 2.81, is UDIM.

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Alex-D

At least for the UV algorithms I've already posted something over a year ago: blender.community/c/rightclickselect/mccbbc/

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Nick_Knack97 Author

* @motionblur.of.doom * Its good to hear! We need to make progress in this front and quite soon imo. Its really far behind regular standards

jason

This is really multiple proposals bundled into one. You should split them up into individual specific feature proposals so they can be discussed and voted upon independently.

Nick_Knack97 Author

* @Jason van Gumster * Absoloutly right! My apologies. Ill do so right away

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