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 new / improved tools of 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 sets for multiple objects: The UV Editor is now capable of displaying UV sets associated with all currently selected objects, organized into a table within the
UV Set Editor.
- UV selection consistency: The UV Editor will now automatically convert 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 will then return 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 /
Face Path 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.
- Map Borders on multiple objects: You can now map UV borders on multiple shells at once, either by selecting multiple shells or groups of UVs on multiple shells.
- Alt + X and Alt + Y can now be used to undo or redo view changes (just like the
Viewport).
UV Shell marking menu
You can access a new UV Shell marking menu in the viewport by Shift + right-clicking when in UV shell selection mode. This is useful for quickly editing UV shells without having to go to the UV Editor. For more information, see
Marking Menus.
Circularize command
The new Circularize command allows you to quickly reorganize groups of selected components into perfect geometric circles. This is handy when you want to make a circular extrusion that blends into the base shape. For more information, see
Circularize components.
Object / Component selection mode consistent across 3D view and UV Editor
The
UV Editor is now aware of the 3D view's current selection mode and vice versa. This means that you can select a few components in the 3D view, switch to the
UV Editor, and continue selecting those same types of components without having to manually switch modes again first.
Cut and Sew UV 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 3D Viewport. 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.
Harden edges along texture border
You can now easily harden all polygon edges that lie along a texture border and vice versa via the
Soften / Harden Edge command or by using
Auto Seams.
Local component transformation
New local transformation modes are available in component mode. This allows you to do the following:
- Ctrl + middle-drag with the
Move Tool to translate components along their individual normals.
- Ctrl + middle-drag with the
Rotate Tool to rotate components around their individual X axes.
- Ctrl + middle-drag with the
Scale Tool to scale components along their individual YZ axes.
Bevel improvements
A post-process has been added to
Bevel that makes the results more consistent, particularly when
Chamfering is off.
Quick Edge Constraint hotkey
You can now Ctrl + Shift drag any manipulator handle to quickly transform with the
Transform Constraint set to
Edge mode. For more information, see
Slide polygon components.
Smart Extrusion hotkey
Holding Shift while dragging any transformation tool manipulator handle in component mode now extrudes the currently selected components. For more information, see
Extrude a polygon face, edge, or vertex.
Smart Duplicate hotkey
Holding Shift while dragging any transformation tool manipulator handle in object mode now duplicates the currently selected components. You can toggle this functionality in the
Move,
Rotate, or
Scale Tool Settings. For more information, see
Duplicate.
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.
Global symmetry
Symmetry is now respected across all tools. You can change symmetry via the
Symmetry drop-down in the Status Line. For more information, see the
Status Line.
Topological symmetry support for sculpting
You can now mirror sculpt operations on a topologically symmetrical mesh, even if it is posed asymmetrically. For more information, see
Sculpt using symmetry.
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
.
Multi-Cut enhancements on live surfaces
Multi-Cut Slice snapping support
You can now use grid (hold X) and point (hold V) snapping to place more precise slice points. For more information, see
Slice faces with the Multi-cut Tool..
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.
Quick tweak transforms
When in a component selection mode, you can now middle-mouse drag unselected components with any transform tool to quickly tweak them without having to select them first. For more information, see
Transform components with Tweak mode.
Quick vertex shell selection
Double-clicking a vertex now selects all vertices within that shell, rather than those of the entire object. This brings the behavior in line with other components like faces and edges.
Convert to Contiguous Edges
You can now use the Ctrl + right-click marking menus to convert the current selection to Contiguous Edges. For more information, see
Select Contiguous Edges Options.
Convert smoothed mesh edges to curves
You can now convert edges on a
Smooth Mesh Preview to curves based on the smooth mesh shape in addition to the base cage shape. For more information, see
Poly To Curve Options.
Manual Tolerance when projecting curves on a mesh
You can now manually set the Tolerance value when projecting curves onto a mesh, which allows for more accurate curve projection in certain scenarios. For more information, see
Project curve on mesh options.