Warp Image modifies a texture image by comparing two UV sets on a single polygonal mesh and produces a new bitmap image. To use this feature you must specify a source image, as well as a source and destination UV set for the model from which the UVs will be referenced for the image manipulation. Warp Image produces a new target image as the result.
You choose Warp Image by selecting Edit UVs > Warp Image from within the Polygons menu set or from the Polygons menu in the UV Texture Editor.
Warp Image is useful in the following situations:
Warp Image may not produce as high quality an image as you expect. It may be necessary to perform additional post processing work on the image.
Warp Image requires two UV sets in order to produce a new image (in addition to the original image). Unless you have previously created a UV set for the polygonal mesh it is highly recommended that prior to doing any UV editing within the UV Texture Editor, you explicitly save a copy of the original UVs for the textured polygonal mesh as a UV set by selecting Polygons > Copy UVs to UV Set > Copy into New UV Set. In that way you’ll have the original UV set to revert back to should you require it.
Prior to warping an image, two UV sets must exist for the polygonal mesh: the existing UV set from which the original texture is assigned, and a second UV set that will be referenced for modifying or warping the image. The two UV sets will be referenced as the Source and Destination UV sets.
To warp an image based on updated UVs
The Warp Image Options window appears.
To view the new texture on your surface mesh you must edit the currently assigned shader to use the new image. Ensure that you have the correct UV set applied to the mesh so you see the results you expect.