The UV Editor lets you view and interactively edit the UV texture coordinates for polygon, NURBS, and subdivision surfaces within a 2D view. You can access it from either Windows > UV Editor or the UV > UV Editor menu in the Modeling menu set. For more information on how UV shells are used, see the related topics below.
All major UV tasks are accessible either via the UV Editor's toolbar and menus, or from the Modeling menu set's UV menu.
UV Lattice Tool |
The UV Lattice Tool manipulates the layout of UVs as a group by letting you create a lattice around the UVs for deformation purposes. See Modify UVs using the UV Lattice Tool. |
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Move UV Shell Tool |
The Move UV Shell Tool lets you select and reposition a UV shell by selecting a single UV on the shell. You can automatically prevent the repositioned UV shell from overlapping other UV shells in the 2D view. |
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Select Shortest Edge Path Tool |
The Select Shortest Edge Path Tool lets you select a path of edges between two vertices on a surface mesh. It determines the most direct path between any two selection points and selects the polygon edges in between. See Select a path of edges between two vertices. |
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Tweak UV Tool |
The Tweak UV Tool lets you freely transform components in the UV Editor. See Tweak UVs. |
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Unfold UV Tool |
Unwraps the UV mesh using the Unfold3D method. |
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Cut UV Tool |
Splits UVs along edges. |
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Grab UV Tool |
Selects and moves UVs based on the distance and the direction you drag. Useful for making subtle adjustments. |
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Pinch UV Tool |
Pulls vertices in towards the center of the tool cursor. Useful for more sharply defining an existing crease. |
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Optimize UV Tool |
Untangle and even out spacing between UV coordinates on a shell. |
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Sew UV Tool |
Welds UVs along the seams where you drag. |
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Pin UV Tool |
Locks affected UVs so they cannot be modified. By default, pinned UVs appear blue. |
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Smear UV Tool |
Moves UVs in a direction that is tangent to their original position on the surface in the direction you stroke. |
These items let you edit the orientation and rotation of UVs.
Flip U |
Flips the positions of the selected UVs in the U direction. Shortcut for UV > Flip. |
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Flip V |
Flips the positions of the selected UVs in the V direction. Shortcut for UV > Flip. |
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Rotate UVs counterclockwise |
Rotates the positions of the selected UVs by 45 degrees in a counterclockwise direction. Shortcut for UV > Rotate. |
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Rotate UVs clockwise |
Rotates the positions of the selected UVs by 45 degrees in a clockwise direction. Shortcut for UV > Rotate. |
These items let you cut and sew UV shells.
Cut UVs along selection |
Separates UVs along the selected edges, creating borders. Shortcut for UV > Cut UV Edges. |
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Split UVs |
Separates UVs from each other along the edges connected to the selected UV points, creating borders. Shortcut for UV > Split UVs. |
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Sew UVs |
Attaches UVs along the selected borders, but does not move them together in the editor view. Shortcut for UV > Sew UV Edges. |
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Move and Sew UVs |
Attaches UVs along the selected borders, and moves them together in the editor view. Shortcut for UV > Move and Sew UV Edges. |
Layout |
Attempts to arrange the UVs into a cleaner layout, based on the settings in the Layout UVs option box. Shortcut for UV > Layout. |
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Grid UVs |
Moves every selected UV to its nearest grid intersection in texture space. Shortcut for UV > Grid. To change the grid, right-click the View Grid button on the toolbar. |
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Unfold |
Unwraps the selected UV mesh while attempting to ensure that the UVs do not overlap. Shortcut for UV > Unfold. |
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Select Faces | Selects any UV faces connected to the currently selected UVs. |
Align Min U |
Aligns the positions of the selected UVs to the minimum U value. Shortcut for UV > Align. |
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Align Max U |
Aligns the positions of the selected UVs to the maximum U value. Shortcut for UV > Align. |
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Align Min V |
Aligns the positions of the selected UVs to the minimum V value. Shortcut for UV > Align. |
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Align Max V |
Aligns the positions of the selected UVs to the maximum V value. Shortcut for UV > Align. |
These items let you work on a subset of UV faces while hiding the rest.
Toggle Isolate Select Mode |
Switches between showing all UVs and only the isolated UVs. Shortcut for View > Isolate Select > View Set. |
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Add selected to isolation |
Adds the selected UVs to the isolated subset. When you click the Toggle isolation button the selected UVs will be visible. Shortcut for View > Isolate Select > Add Selected. |
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Remove all |
Clears the isolated subset. You can then select a new set of UVs and click Toggle isolation to isolate them. Shortcut for View > Isolate Select > Remove All. |
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Remove selected from isolation |
Removes the selected UVs from the isolated subset. Shortcut for View > Isolate Select > Remove Selected. |
These items let you control the display of images and textures in the UV Editor.
Display Image |
Shows or hides the texture image. Shortcut for Image > Display Image. |
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Toggle Filtered Image |
Switches the background image between hardware texture filtering and sharply defined pixels. Shortcut for Image > Display Unfiltered. |
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Dim Image |
Reduces the brightness of the currently displayed background image. Shortcut for Image > Dim Image. |
View Grid |
Shows or hides the grid. Shortcut for View > Grid. |
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Pixel Snap |
Chooses whether to automatically snap UVs to pixel boundaries. Shortcut for Image > Pixel Snap. |
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Shade UVs |
Shades selected UV shells in a semi-transparent fashion so you can determine areas of overlap or UV winding order. |
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Toggle Distortion Shader |
Identifies areas of stretching or compression by shading faces with squashed and stretched UVs. See Identify UV distortion. |
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Exposure |
Adjusts the brightness for display. Lowering the exposure allows you to view detail that is not visible in highlights by default. Click the icon to toggle between the default and modified values. This is a diagnostic option that is not saved in the scene, nor applied to rendered output. |
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Gamma |
Adjusts the contrast, or brightness of the midtones in the image for display. Increasing the gamma allows you to see details in the shadows of your image. Click the icon to toggle between the default and modified values. This is a diagnostic option that is not saved in the scene, nor applied to rendered output. In particular, it is applied on top of the view transform, if any — you do not need to set it to 2.2 to emulate sRGB. |
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Toggle Texture Borders |
Toggles the display of texture borders on UV shells. Texture borders appear with a thick line. |
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Toggle Checker Shader |
Applies a checker pattern texture to the surface of the UV mesh and behind UVs in the UV Editor. See Apply the checker pattern shader to a UV mesh. |
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Display RGB Channels |
Displays the RGB (color) channels of the selected texture image. Shortcut for Image > Display RGB Channels. |
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Display Alpha Channel |
Displays the Alpha (transparency) channel of the selected texture image. Shortcut for Image > Display Alpha Channel. |
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View Transform |
Controls the view transform that converts colors from the working color space for display. This is useful, for example, if you want to quickly check the raw color values or temporarily apply a different view transform. The available color spaces that you can choose depend on whether you are using an OCIO configuration file for color management, or have defined user transforms.
These are diagnostic options that are not saved in the scene, nor applied to rendered output. They are not available unless color management is enabled. See Color Management. |
UV Editor Baking |
Bakes the texture and stores it in memory. Shortcut for Image > UV Editor Baking. |
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Update PSD Networks |
Refreshes the PSD textures currently in use for the scene. When you modify a PSD file (in Photoshop) that is connected to a Maya PSD node (in Maya), you can update (refresh) the image in Maya to show the modifications immediately. See Image > Update PSD Networks. |
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Force editor texture rebake |
Rebakes the texture. If you turn on Image > UV Texture Editor Baking, you must rebake the texture (using Force Editor Texture Rebake) after making changes to the texture (File node and place2dTexture node attributes) in order to see the effect of those changes. |
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Use Image Ratio |
Switches between showing square texture space and texture space with the same ratio of width to height as the image. Shortcut for Image > Use Image Ratio. |
U coordinate, V coordinate |
Shows the coordinates of the selected UVs. Edit the text boxes and press Enter to move the points. |
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Refresh UV values |
The UV coordinates in the text boxes on the toolbar do not update automatically as you move the selected UV point. Click the refresh button to update the values in the text boxes. |
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UV Transformation Entry |
Changes the UV coordinate entry mode between absolute and relative values. Also provides entry of UV rotation values. |
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Copy |
Copies the selected UV points or faces (depending on the Copy/paste faces or UVs button) to the clipboard. |
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Paste |
Pastes UV points or faces (depending on the Copy/paste faces or UVs button) from the clipboard. |
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Paste U to selected UVs |
Pastes only the U values on the clipboard onto the selected UV points. |
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Paste V to selected UVs |
Pastes only the V values on the clipboard onto the selected UV points. |
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Copy/paste faces or UVs |
Switches the Copy and Paste buttons on the toolbar between working on UVs and UV faces. |
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Cycle UVs |
Rotates the U and V values of the selected polygon. |
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Nudge components |
Repositions the selected components. See Nudge components in the UV Editor. |