For the sake of example let's say I have a subdivided plane mesh and then I start to edit its UV map by changing vertices positions etc in the UV editor. Is there a way to apply those changes to the mesh geometry itself? As in I have a texture and I have changed the vertices positions accordingly so that it all fits perfectly - but I did so in the UV editor and now I want the actual mesh geometry to reproduce those changes and those vertices positions as well (since the mesh is just a plane), is there a way to do so?
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You can do it manually, but it is tedious:
change the plane's 3D origin to the bottom right of the plane, so that all of the planes local coordinates are equal or above 0, like your UV coordinates

now click on each vertex of the plane and in the top part of the Proprieties panel press "Local", change Y to 0 then change X and Z to your UV coordinates

- to know which vertex in UV space belongs to which vertex in 3D space , click
"Keep UV and edit mode mesh selection in sync"

Măcelaru Tiberiu
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