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I often select areas of meshes by using the select UV shell command – “polySelectBorderShell 0;” mapped to a hotkey and use temporary UV shells as a faster alternative to selection sets. It’s much easier to select an edge loop, split a UV shell in two and then use the command key to select the rest of an arm, as opposed to using a haphazard drag selection:
If you already have a finalized set of UVs that you don’t want to mess with, just make a set that can be used for these temporary shells and your textures will be preserved while making these new shells:
Delete that set when you’re done or keep it around for tricky shell selections that might spring up later.
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