UV Stretching in 3D viewport
Hey everyone,
I had this idea for a while and every time I come back to UV unwrapping I remind myself how useful it would be if the UV stretching colors from UV Editor were visible on mesh in 3D solid mode
(I took a screenshot of UV stretching and turned it into a texture to show what I mean)
3 Comments
Do these stretch colors actually work now? Every time I tried them they were illogical. I'd make a grid of 9 faces and try to get uniform uv mapping and there would always be at least 1 quad with colors indicating stretching. If i fixed that one, another one would show stretching and on and on like that. Do they actually work logically now?
This would be INSANELY useful for manually modeling clothing or anything else that has a known 2D shape that acts as "ground truth". Right now, there is essentially no way to model such objects (outside of hoping cloth simulation can organically produce what you want, which isn't always the case). Being able to see the stretch in 3D would allow freeform modeling of objects that need to "unroll" to a known 2D shape.
I had this idea as well, it would be super useful. much easier to locate where the texture is deforming therefore quicker to fix.