Select UV Island on Model
Started by
splodge
, Jun 30 2010 09:19 PM
10 replies to this topic
#1
Posted 30 June 2010 - 09:19 PM
Can we please have the ability to select a UV island/cluster by clicking on the corresponding area of the model?. This will especially come in handy when working with overlapping UV islands. It's currently impossible to select a specific UV island from several islands that are layered on top of each other.
Layering UV islands is great for saving texture space.
Layering UV islands is great for saving texture space.
#2
Posted 30 June 2010 - 09:24 PM
This would be useful.
+1
+1
#3
Posted 01 July 2010 - 09:18 AM
+1
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My YouTube channel ----> http://www.youtube.c...raphicGladiator
My sculpting experiments on 3D Coat.com ----> Wanna see...
My official website ----> www.grafikbuero-werner.de
(My website is in german language, but I work for the international market too. Just drop a mail, if you are interested.)
German speaking CG Workshops ----> www.lernfaktor.de
#4
Posted 20 January 2012 - 01:27 AM
+20,000
uv room> Edit>" project through" solves the issue of selecting uv islands on top of each other but does not solve a convenient method to select uv components quickly via their mesh counterpart.
uv room> Edit>" project through" solves the issue of selecting uv islands on top of each other but does not solve a convenient method to select uv components quickly via their mesh counterpart.
#5
Posted 07 March 2012 - 07:15 AM
Did a search, found this thread. Kind of surprising it's not possible yet. Would save me so much time when trying to figure out which islands belong to which polygons. My model is mechanical so I have a lot of UV islands. If I were pelt mapping a head or something else simple like that it probably wouldn't be an issue.
Soooo +1
Soooo +1
4.0 BETA 15A x64 DX CUDA || Windows 7 SP1 x64 (WEI 7.9) || Nvidia GTX670 v314.22 || Intel 3770K @ 4.5 GHz || 16 GB DDR3-1600 || SpaceMouse Pro v10 Beta 15 || Intuos4 v6.3.5-3
#6
Posted 09 March 2012 - 12:55 PM
Which is part of the reason this request is a good one. Figuring out which edge(s) is being highlighted in the UV preview window is often very difficult, even if you've enlarged it to fill half the screen. The greater the polycount, the harder it gets. Going in the opposite direction, as in selecting an island in the UV preview window first, isn't much better. The color of the selection/seam often blends in with the bright colors 3DC uses on the model to visually separate one island from another. All that squinting tends to give me a headache lol.If you hover your cursor over a part of the mesh, you can see a preview of it.
4.0 BETA 15A x64 DX CUDA || Windows 7 SP1 x64 (WEI 7.9) || Nvidia GTX670 v314.22 || Intel 3770K @ 4.5 GHz || 16 GB DDR3-1600 || SpaceMouse Pro v10 Beta 15 || Intuos4 v6.3.5-3
#7
Posted 03 April 2012 - 02:38 PM
+1
#8
Posted 03 April 2012 - 07:11 PM
Fwiw I fixed the seam visibility by creating a 16x16 grey bitmap and loading it as a checker style.
4.0 BETA 15A x64 DX CUDA || Windows 7 SP1 x64 (WEI 7.9) || Nvidia GTX670 v314.22 || Intel 3770K @ 4.5 GHz || 16 GB DDR3-1600 || SpaceMouse Pro v10 Beta 15 || Intuos4 v6.3.5-3
#9
Posted 04 April 2012 - 03:26 PM
+1
#10
Posted 05 April 2012 - 01:51 AM
+1
Brett Simms
www.simmsimaging.com
www.simmsimaging.com
#11
Posted 15 April 2012 - 08:26 PM
+1
I came here to log a couple of similar/related requests, which I post separately.
I came here to log a couple of similar/related requests, which I post separately.
LW, Maya, ZBrush, 3D-Coat, Photoshop, AE - Core i7 Quad w/ 12GB RAM, NV GTX 260 896MB, Win Vista 64-bit Ultimate
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