Post-Modifier UV Unwrapping
One thing I love in blender is the Modifier workflow, the more something can be non destructive the better. But there is one process that usually makes us have to apply those modifiers and go destructive: UV unwrapping. well... that untill you realize you have to change something that would be easier with, say, the solidify modifier or something, but now will be a headach because It's applied and you can't just simply re-apply because all your UVs are already majestically layed out.
Being able to unwrap all sides of a solidify modified mesh on the go, unwrap both sides of a mirrored one into the UVs without overlap, being able to decide wether you want to have each array instance have It's own UV space in the map or no, amongst others, I believe this would be huge for non-destructability.
Sure it all comes to situation wether we want it one way or want the other, but basically I think we should have an Option (Maybe a different "Unwrap" function next to the classic one, maybe some boolean toggle box on the modifiers) so we can decide wether from the seams we've marked we want to unwrap it for what the mesh is before or after the modifiers does their thing.
2 Comments
This was requested many times with hundreds of upvotes as it seems the corner stone of a truly non-destructive workflow missing in blender. Just two examples:
blender.community/c/rightclickselect/Gscbbc/
blender.community/c/rightclickselect/rRdbbc/
Both the Mirror and Array modifiers have options for handling UVs. In Mirror, it's under Data, and for Array, it's UVs. I don't think there's anything you can do about Solidify or some of the other modifiers though...