View Full Version : Fine Adjustment of UV Islands

10-20-2014, 06:35 AM
Unwrapping a building arranges the islands diagonally - because I need to place blocks of brick and stone work, then slates and tiles for the roof, and those maps are all squared off and lined up accurately, I could do with being able to easily finely adjust the rotation of each island.

But the rotate tool only allows 1 degree intervals, which is too much for a slight rotation like the second image needs, and oddly, the Apply button in the rotate tool moves the actual geometry and not just the UV island. So you can only use the rotate tool by dragging ... unless I have overlooked something.

I've looked around for scripts, tried some tools like UVX Transform (which I couldn't make head nor tail of), but cannot find a quick and efficient way to arrange UV islands in precise blocks as I need them.

Any ideas please?



MG artist
10-20-2014, 06:50 AM
PLG tools, they are extremely useful in such situations. I think it's the UV Chart Direction Aligning Plugin but they are all very good.

10-20-2014, 07:02 AM
Thanks - I do use those, and have been attempting to work with that specific tool, but maybe I'm not getting something - I'll go and take another look.


10-20-2014, 07:45 AM
I would use TrueArt's Modeling Pack (http://modelingpack.trueart.eu) tool UV to Morph,


then work with it as with regular geometry, using normal modify and snap tools.
Once done send back changes to UV...

10-20-2014, 08:33 AM
You can also have a little bit more control over the rotation in UV maps by using the Transform UV tool. Let's you numerically rotate like the rotate tool.

But my current favorite tool for UV mapping is UVLayout; You can force edges in the uv map to snap to 90 degree increments by using the "I" key.

10-20-2014, 10:50 AM
For fine tuning movements give your geometry a flat low level weight map.
Use that weight map as the falloff for your transform tools.
Use mouse to manipulate (in this case, in UV space).

The usual mouse movement for 55 rotation will be 5.5 with a 10% weight map. Same movement will be .55 with a 1% weight map.
(while the movements are fractional, the values in numerics will still show as whole numbers)

(trick courtesy of XswampyX)


10-20-2014, 02:22 PM
The weight map trick: perfect! That'll do me - thanks JoePoe.

UVLayout I have had my eye on - thanks for the suggestion jonbee - but I can't stump up the $200/$300 for a seat of that right now.


10-20-2014, 04:20 PM
But the rotate tool only allows 1 degree intervals, which is too much for a slight rotation like the second image needs, and oddly, the Apply button in the rotate tool moves the actual geometry and not just the UV island. So you can only use the rotate tool by dragging ... unless I have overlooked something.

By the way for future reference, in the map tab you can use the transform Uv tool to enter numeric numbers less than 1, but as far as I can tell it is not interactive.

10-20-2014, 05:01 PM
Yes, the Transform UV tool is only numeric - so, precise but not interactive. I suppose if I measured the angle of a side on a UV island first then used that to rotate precisely - that's one way. The weight map trick is working very well - been using that for the past couple of hours. But that's two solid ways to adjust the islands.



10-21-2014, 12:36 AM
Yeah, and by the way, this is a tad ridiculous that you'd even have to jump through these hoops to do this kind of editing on your UV. It has been so long since I did UVs in LW. I have been doing it in other apps these last years. So I am a bit out of touch. Are there other tools/plugins for LW that allow more control for translation?

PS: and by the way I did not see jonbee's post.

10-21-2014, 10:00 AM
Yeah, well, I avoided having a rant about how ridiculous it actually is. I haven't found any UV translation tools that give the control I'm after; and also, despite thinking I could measure the angles of each island, the angle tools don't work in the UV window, so the lack of interactivity in the Transform UV tool is a hassle.

The best workaround really is that weight map trick.

I do have 3DCoat, and maybe I should look at that more.


10-21-2014, 11:16 AM
Not sure what you thoughts are about Blender but it has a fine set of UV tools. Honestly I have not used UVs in LW for over 6 years. But if you are thinking of doing the export/import route, Blender is a good choice because it will give you all of the control you need for something like what you are doing.

When doing this kind of work that requires delivery in LW I usually do all of my modeling/ UV work in other programs.

10-21-2014, 04:13 PM
Edit :- Oooops. I didn't read JoePoes post... I see you got it working.....

Why don't you just use a weight map to rotate your UV map. No plugins or anything.

Make a new weight map set at 1 for the whole of the model.
Set your fall off to weight map.
Then rotate the UV map, it will move in steps of 1/100 of a degree.
Job done! :D

http://i465.photobucket.com/albums/rr16/xXswampyXx/UVRotWMap_zps85a20a38.jpg (http://s465.photobucket.com/user/xXswampyXx/media/UVRotWMap_zps85a20a38.jpg.html)

10-21-2014, 05:10 PM
Yep, working a treat - a classic trick, and just about perfect for most of what I needed. So thanks very much for that XswampyX.

I'll take a look at Blender (again), Surrealist - thanks - not really got any particular thoughts on it; if it works for stuff I'll use it. I tend to dip into it and then abandon it because of time learning and all that, but I'll take another look.



10-21-2014, 07:28 PM
sometimes this can be of use, for things that need to be accurate
only 32bit PC version though...


10-21-2014, 08:18 PM
Glad to have both explanations of the weight map trick. Hope I remember it in the future.

10-22-2014, 03:05 AM
Thanks erikals - not running the 32bit versions, but I guess I could fire Modeler up for some of the 32bit stuff - there seems to be more and older 32bit UV stuff on the plugin database than for 64bit.


10-22-2014, 05:37 AM
this might do the same from what i can recall, just adds a step

actually there aren't all that many 32bit plugins that are a "must" anymore, as other similar plugins cover the same
though yup, some still need to be ported >

(plus some other ones i guess... haven't tried them all... http://erikalstad.com/backup/misc.php_files/smile.gif

10-23-2014, 07:32 AM
Between the weight map trick and the old PLG plugins, I seem to be making more headway - the PLG Edit UV tool more naturally aligns islands to start with. The whole could do with being more efficient, and frankly if it wasn't for the PLG tools, it'd be very laborious on some objects.