UV Editor

The UV-Editor allows you to map textures in all fancy ways onto meshes. You have the full power and control to map every single face in a different way. This feature is mainly usefull for the upcoming Game Blender (aka Blender 2.0).


[images/FaceSelectMode.tga] The Face Select Mode in the 3DWindow header

First you add a Mesh object to your scene, the next is to enter the Face Select Mode with FKEY or by pressing the FaceSelect Icon in the 3DWindow header.

Your Mesh will now be drawn shaded, if you enter the Shaded textured preview (ALT-Z) you will see your Mesh drawn in purple, which always indicates, that there is currently no texture assigned to these faces. Now press AKEY and all the faces of the mesh will be selected and drawn as dotted lines.

Now change one Window to the ImageEd Window with the IconMenu or by pressing SHIFT-F10. Here you can load a map with the "Load" Button. The maps have to be quadratic and in the power of 64 pixels (64x64, 128x128 etc.).


[images/ImageWindow.tga] The ImageWindow with a loaded texture

After loading a texture you will imediately see the texture in the shaded-textured preview (aka Potato Mode, ALT-Z). You can now select faces with the right mouse or with BorderSelect. If you have problems with selecting the desired faces, you can also enter EditMode and select here the vertices you want, after leaving the EditMode the faces formed by the selected vertices are selected too.

In the ImageWindow you will see a representation of your selected faces as purple vertices connected with dotted lines. You can use the same techniques here as in the Mesh EditMode, to select, move, rotate, scale etc. With the "LockIcon" pressed you will also see a realtime feedback what you are doing. To ease your work you can press UKEY in FaceSelectMode to get some predefined mappings for the selected faces.

There are some new Icons in the ImageEd, the first keeps your UV polygons square while editing them, the second clips your UV polys to the bound of the texture.