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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?

Teoz
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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 coordinatescursor origin

  • 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 enter image description here

  • to know which vertex in UV space belongs to which vertex in 3D space , click "Keep UV and edit mode mesh selection in sync" enter image description here