UV Editor new look and feel
The
UV Editor interface has been completely overhauled for a more modern workflow. This includes a new UV Toolkit with better tools and functionality. For more information, see
UV Editor Overview.
UV Editor improvements
In addition to the revamped
UV Editor, a number of other improvements have been made. These include:
- Menu organization: The menus along the top of the editor have been re-organized for a more streamlined workflow. For more information, see
UV Editor menu bar.
- Drag Select: It is now possible to drag select components either by activating
Drag via
Tool Settings or by holding
Tab and dragging across them with the left mouse button.
- Grow Selection and
Shrink Selection: You can now expand and contract the current selection in the
UV Editor by Ctrl + right-clicking the current selection and selecting either option. See
Select UVs.
- Texture selection: It is now easier to switch between textures applied to the selected geometry via the
UV Editor's
Texture menu. You can also instantly apply checker patterns for easier UV adjustments from here. For more information, see
UV Editor Textures menu.
- Selection performance: Selecting and deselecting a high number of UVs on a dense mesh in the
UV Editor is now significantly faster.
- UV selection consistency: The UV Editor now automatically converts your current selection to the appropriate one before applying certain commands. This saves you from having to perform these conversions manually. After performing these commands, the current selection returns you to your original UV selection. These commands include:
- Normalize
- Unitize
- Flip
- Rotate
- Grid
- Align
- Straighten UV Border
- Sew UV Edges
- Merge UVs
- Separate the selected UV into one for each connected edge
- Split UVs on multiple meshes: The
Split UVs operation now works when multiple objects are selected at the same time.
- Improved visibility: When
Display Image is enabled with
Color Correction, but no texture is loaded, the background no longer changes color.
- Wireframe appearance: You can now modify the color and alpha values of UV shells in the
UV Editor. For more information, see
UV Editor View menu.
- Multicolor UV Shell display: You now have the option to shade UV shells different colors both in the
UV Editor and the
Viewport to better differentiate them. For more information, see the
UV Editor View menu.
- UV Distortion transparency: You can now modify the alpha values of UV distortion display. For more information, see the
UV Editor View menu.
- Finer dimming control: You can now control how much a texture is dimmed in the
UV Editor with the
Dim options.
- Selection Constraint: You can now narrow your component selection to something more specific, or select edge rings between texture borders using the
Select Tool settings.
- Convert to Edge Ring,
Contained Faces, or
Face Paths now work in the
UV Editor. For more information, see the
Select menu.
- Prevent Negative Scale now works in the
UV Editor. For more information, see the
Scale Tool.
- Grid color and default values: You can now adjust the colors of the UV Grid. Additionally, UV Grid default values have been changed to better reflect modern UV workflows. For more information, see
UV Editor View menu.
- Isolate Select HUD: The heads-up display now shows when you are in Isolate Select mode. You can toggle this on and off from the
UV Editor View menu.
- Flip UVs cut UV edges: You can now control whether or not the Flip UVs command automatically cuts UV edges when flipping components on a UV Shell. For more information, see
Flip UVs options.
Object selection mode and Component selection mode now consistent across the scene view and UV Editor
The
UV Editor is now aware of the current selection mode in the scene view and vice versa. This means that you can continue selecting the same types of components while switching between the scene view and
UV Editor seamlessly.
Cut and Sew edges in the Viewport
You can use the new 3D Cut and Sew tool to separate and attach UV edges directly on polygon geometry in the scene view. This not only saves you from having to go back to the
UV Editor, but also allows you to perform these actions using geometry as reference points for cuts. For more information, see
Separate and Attach UVs.
Bevel improvements
A post-process has been added to
Bevel that makes the results more consistent, particularly when
Chamfering is off.
Symmetrize Command
In addition to the
Symmetrize Tool, there is now a Symmetrize command that you can use to symmetrize selected UVs. For more information, see
Symmetrize UVs.
Previous live surfaces selection
A drop-down menu has been added to the
Live Surface field that gives access to a history of other surfaces previously made live. For more information, see
Set a live surface
.
Quad Draw enhancements
A number of enhancements have been made to the Quad Draw Tool.
- Surface visibility: Quad Draw overlays are now more visible on live surfaces. You can also manually control the color and transparency. For more information, see
Quad Draw Tool Options.
- Quad Draw on selected: Activating the
Quad Draw Tool while an object is selected now uses that object for Quad Draw. You can use typical Quad Draw workflows to create new faces or place interpolated points on the surface. For more information, see
Quad Draw Tool.
- New hotkeys: You can now press Ctrl + Shift + Q to activate the
Quad Draw Tool or Ctrl + Shift + X to activate the
Multi-Cut Tool.