UV fundamental issues
Hello, I have some suggestions for improving UV workflow in Blender, mainly I want to talk about two problems:
- UV seams updates
As it can be observed from the video, switching uv-sets (uv maps) doesn't update the seams in 3d viewport. I strongly believe this should be a default feature since it is crucial and shouldn't be too difficult to implement.
Basically what would be needed is to run 'clear seams' command and then add 'seams from islands' every time uv map gets swapped. I would also add that this can be brought to the next level by updating seams also for operations like rip (if 'rip faces' is executed seams should be updated) or whenever an island gets somehow separated.
- selection of uv shells (through 'islands' or 'select linked')
As visible from the video, selecting shells from the UV editor is inconsistent and approximate. If a 'rip' is performed (even with a small offset, so the vertices are not overlapping) the selection of the UV island might be incorrect. It would be the same if a face is selected and then 'select linked' is used. I can see this is based on the scale of the UVs, but a way better method would be to check edge loops, edge boundary or even better UV seams (if problem 1 gets fixed) and use them to select the island properly. Sometimes the scale of the UVs might be very big or very small and that can lead to various problems and inconsistencies.
Selection of UV island
Selection of boundary
Some of the work requires to be very precise and at the current state it is more difficult to keep consistency. I strongly believe that those changes are needed to make the software more reliable and closer to other industry standards. Hope this was useful and feasible to implement, if so put an Upvote :)
0 Comments