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  • Published 24 Jan 2019

Keep scale and alignment when uv unwrapping

A. Keep alignment when unwrapping.

For example if you are madelling a house and want to unwrap it after adding seams and such you get these individual islands that are rotated in random directions on the uvmap. I'd want an option to keep the rotation ("x/y/z is up") so for house walls for example the bottom z coordinates of the wall automatically are the bottom of the uvmap and not upside down or in random angles. Same thing with multiple floor pieces. If you have wooden floor you may want to keep all the islands aligned to same way.

Of course this won't work for everything but it is annoying when some pieces come out in random angles when you unwrap them. This is useful for game modelling if you use tiled textures for example as you don't want them to be at 90degrees or upside down.

B. Add option to keep scale when unwrapping

You rarely get it perfect after unwrapping after first try so you need to unwrap and edit some parts of the meshes multiple times. Every time you unwrap something the scale of the unwrapped result is different. For game modelling it would be super useful if there was an option to keep scale.

For example if you unwrap 5 faces of a cube and then unwrap the last 6th face you get 2 different scales. It would be great if after first unwrap you could tick an option to "keep to scale" so when you unwrap that last cube face it is the same scale on the uvmap as the first 5. Or have a tool that resets the scale of all islands for example so they are all same scale. Or have a number in the unwrap tool for scale so you can use 1 for some unwraps and 3.4 or 0.5 to others. Default is 0 which is current behaviour.

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Development Status: Open

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Ideas-Battleship
24 Jan 2019

4 Comments

LilacDogoo


This is almost exactly what I was wanting as well.
All I want is an option to not "Scale to Bounds" when unwrapping a mesh.

1
kaamalauppias

The term you are looking for is texel density.

Texel density checker addon allows you to do this: mrven.gumroad.com/l/CEIOR

benm

github.com/SavMartin/TexTools-Blender Textools although not up to date has both a relax tool and it's unwrap tool unwraps without scaling or moving the UV island. These should be standard in Blender.

anthony.letchford

So, I hope this finds you well as its pretty late. but one can use a bit of math in the UV editor.

B. by isolating a single edge in a mesh and finding the corresponding edge in real space, one can multiply the ratio of the magnitude of the vectors (to get a scale difference of lets say 2.79, just as a completely random ratio) then multiply your uv layout by that, if then all islands are the right size. this is fast and really should be in blender as a 7 line piece of code in C

do make sure its a conformal unwrap, or it will change your areas

but I came across the same silly problem as I want my textures to take universally...