UV Editor
The UV Editor panel draws the selected brush and mesh faces over their tiled texture. Use it for what the Texture tool cannot do in the 3D view, like placing mesh UVs to the pixel.
Tip: While the UV Editor is the visible tab in its panel, Ctrl+click on a brush or mesh selects all its faces, so every side can be textured at once.
Controls
| Input | Result |
|---|---|
| Drag empty space | Move the texture, or the whole faces |
| Wheel, right drag | Scale, rotate |
| Click a corner | Select it together with the corners stitched to it |
| Shift+click, Ctrl+click | Add, remove |
| Alt+click | Select only that face's corner, to split a stitch |
| Shift or Ctrl+drag on empty space | Box select, adding or removing |
| Drag a selected corner | Move the whole selection |
| Double click a corner | Gizmo that moves along U or V only, Esc hides it |
| Middle drag, Ctrl+wheel | Pan, zoom the canvas |
With corners selected, the wheel and right drag scale and rotate them around their center. The U and V fields under the canvas place the selection to the pixel. Every drag is one undo step.
Mesh UV projections
The Projection menu lays out explicit UVs on meshes, at the texel density a brush face with the same texture would get.
| Command | Result |
|---|---|
| Planar, Box, Cylinder, Sphere, View, Unfold | Project or unwrap the selected faces |
| Reset to World | The projection of a freshly reset brush face |
| Bake Planar | Turns the planar texture into editable corner UVs |
| Clear UVs | Drops the explicit UVs again |
| Normalize | Scales the UVs to fit the texture once |
| Pack | Packs the islands into the texture at one texel density |
The UV menu flips, turns, fits, aligns, straightens and snaps to pixels. The Hotspot menu fits to a hotspot rectangle.