You can manually move, scale, or rotate UVs and UV shells in the UV Editor. For example, you may wish to move individual UVs or entire UV shells to improve their layout, or scale UV shells to ensure they make optimal use of the 0 to +1 texture space.
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Move, rotate, or scale UV positions freely. |
Note: Scaling UVs of multiple polygon objects together in the
UV Editor may produce unexpected results. Work on the UVs of one object at a time.
Note: Point snapping and Grid snapping are compatible with the
UV Editor.
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Tweak UVs (transform UVs without selecting them) |
Alternatively, you can drag UVs with the Tweak UV Tool. Note: Tweaking a single UV using the
Rotate or
Scale tool won't have any effect.
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Move a UV shell so that it does not overlap other shells. |
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Change the pivot point
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The pivot lasts as long as the selection does. If you change selections, the pivot of the new selection will default back to the center of the selection. For more information on pivots, see Change the pivot point. |
Move, Rotate, or Scale UVs by fixed increments.
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Note: You can also move the UV shells pertaining to any selected UVs by pressing the arrow keys.
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Move UVs to an absolute spot in UV space.
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Note: If you have multiple components selected, the center of them will snap to that position.
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Move UVs with brush-based falloff
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Each of these tools will affect the UVs within the brush differently. For more information see Modify UVs with brushes. |
Straighten UVs by aligning them.
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For other straightening methods, see Straighten UVs. |
Flip UVs to flip the texture placement on the mesh.
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Scale UVs to fit within the 0 to +1 texture range.
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Note: You can change this functionality to fit within any nearby UV tile by going to
and turning on
Center on closest tile.
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Move UVs to (0,0), (1,1), (1,0), or (0,1) in texture space. |
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