Color Coding for flipped UVs
UV Islands which are flipped can be a real pain to work with when they aren't found until it's too late in the texturing process. Also if only very small islands have flipped normals they can be really difficult to find in a crowded UV set.
Blender could benefit a lot from a (toggle) color coding for flipped Islands:
The yellow island on the left is flipped.
Screenshot taken from Modo.
12 Comments
I'm surprised they didn't have this in Blender 2.8. This was a really important feature for me when I was using Maya. It saves me from baking issues. {attachment unknownpng}
+ add an unwrap option "Avoid flipped UV" to check/uncheck (I see you damned Cube Projection )
(and a lot of thanks for Magic UV > UVW algorythm)
I implemented the Avoid Flip option for Box Projection in my add-on , thanks for the idea.
Yes! Very need it, also as ability show UV seams in UV editor - not only marked seams, but also all seams that have UV to know where I have conected edges and where not.
yeah that is pretty standard in all software
The one Maya feature I really miss. Keep with blue and red for consistency with Blender's face orientation highlighting in 3D viewports. Also use semi-transparent tints to make it easier to identify flipped and front-facing UVs when they're stacked.
I think this feature should be in blender uv editor and in realtime even, but currently you can use this addon to check out flipped uv islands youtu.be/BKZX3Xac7X4
My student is attempting to solve this issue by writing an addon as a part of his bachelor's thesis. Check out the git page, or you can download the addon for free on gumroad.
gitlab.fi.muni.cz/xbilek2/visual-uv
werecat.gumroad.com/l/ezkqi
I totally miss this too..
cmon so many refinements to tiny details on the UI but this is a gross omission
COLOR CODING !
Agreed, as baking maps for texturing is industry-standard stuff knowing what UVs are flipped or not is extremely important.