UV Coverage Indicator
A new UV Coverage value is displayed at the bottom right corner of the UV Editor, which shows the amount of uniform UV space of the total region that is covered by geometry. This option is useful to game workflows, when trying to maximize the amount of texture space being used for the target surface. When you use a UV editing tools, the coverage is updated at the end of the editing process.
For more information, see Create UV Tool.
UV Box Transform
A new UV Box Transform tool has been added, which allows you to quickly move around groups of polygons in UV space. This tool, while active, draws a rectangular bounding box around the component selection in UV space, to which you can apply transform actions.
For more information, see UV Box Transform Tool.
Videos
Watch the following video for an overview.
• UV Box Transform
Distortion Compensation
A new Distortion Compensation option has been added to reduce the distortion automatically to produce cleaner UV maps. This is useful when working with primitives that do not have equal radius values. The aspect ratio and related area size of UV polygons conforms to the 3D polygons. This option as been added to the following primitives: Cube, Cylinder, Capsule, Sphere, Torus, and Ellipsoid.
For more information, see Working with UV Maps.
Videos
Watch the following video for an overview.
• Distortion Compensation
Split Command
A new Split tool has been added allowing you to split UVs along the selected geometry (along selected edges, around polygon selection boundaries, or on vertices). It doesn't offset the UVs, but once split, you can move the polygons independently.
For more information, see Split, Move, and Sew UVs.
Split and Sew
The Split and Sew tool is now more interactive. The tool now acts as a brush, with a radius. "Painting" over vertices in UV space can split them apart, with the brush radius controlling how far they are offset from their starting position. Holding a modifier key sews the edges together instead of splitting them.
For more information, see Split, Move, and Sew UVs.
Videos
Watch the following video for an overview.
• Split and Sew
UV Tear Off Qualifier Key
Qualifier keys have been added to enable the Tear Off option to separate and move your selection of polygons to a new position on your UV map. Holding down the Ctrl/Cmd + Shift keys, while dragging, temporarily enables Tear Off mode.
For more information, see Working with UV Maps.
UVs to SVG Real World Scale and Units
The Export UVs to SVG feature has been enhanced to give you better control over the real-world size of your SVG output. This can be helpful both for creating templates to create UV-based textures in external applications, and for applications like packaging or shoe creation, where a pattern with accurate real-world dimensions must be created from a mesh's UVs.
For more information, see Export UVs to SVG.
UV Relax Improvements
The Boundary option has been added to the UV Relax tool, which includes a number of options used to relax boundary UV vertex positions, replacing the Lock Boundary and Straighten options used in our previous release.
For more information, see UV Relax.
UV Overlapping Selection
A new Select Overlapping Polygons tool has been added to assist you in detecting errors with UV mapped polygons. This tool provides three options to assist you in locating these errors - Cross Intersection, Self Intersection, and Flipped.
For more information, see Select Error UVs.
Videos
Watch the following video for an overview.
• Overlapping Selection
Texel Density
A new Texel Density tool has been added to improve the Games workflow. This tool enables you to quickly scale the size of UV islands or individual polygons such that they span roughly the same number of texture pixels per meter of real size. This is useful when you are dealing with texture density mismatches, in some cases you may either have differently sized UVs or textures, resulting in visibly over-detailed or under-detailed areas relative to the rest of the asset or scene. Making the texel density more uniform can help maintain a standardized level of texture detail across an asset or environment.
For more information, see Texel Density.
New Default UV viewport Settings
The default viewport display settings to view UDIM Tiles on an UV map have been updated. The UV viewport now shows a 0 to 1 space by default, instead of -1 to 1. The UDIM tile number display is enabled by default, but it is only shown if more than the 0 to 1 space is shown.
For more information, see UDIM Workflow.