Select UVs
 
 
 

Selecting UVs, UV components, and UV shells is critical to editing the layout of UVs in the UV Texture Editor. You can select UVs in either the scene view or in the UV Texture Editor but you can only view and edit the 2D representation of UVs using the UV Texture Editor.

To select UVs in the scene view

  1. Press the right mouse button over top of the polygon or subdivision surface mesh and select UV from the marking menu.

    UVs for the surface mesh display in exactly the same location as the vertices so you can select them in the scene view.

  2. Click on the UVs or drag a marquee selection to select the UVs.

    The UVs are selected in the scene view. To view a 2D representation of the UVs you must open the UV Texture Editor (Edit UVs > UV Texture Editor).

To select UVs and UV shell components in the UV Texture Editor

  1. Press on UVs in the UV Texture Editor to enter different component selection modes.

    This works in a similar fashion to how you select polygon components with the marking menu in the scene view.

You can also select a UV edge loop. A UV edge loop is an edge loop that is bounded by UV boundaries rather than edge boundaries.

To select a UV edge loop

  1. Select a set of vertices, UVs, or edges.
  2. In the Polygons menu set, select Select > Convert Selection > To UV Edge Loop.

    The selection is converted into an edge loop bounded by UV boundaries.

To convert an existing UV selection to another type

  1. Hold and press the right mouse button to show items for converting one type of selection to another.

    For example, if you have faces selected, you can convert the selection to UVs to use the Move tool, which only works with UVs. Use the items in the UV Texture Editor’s Select menu to select various components:

    • Select Contained Faces: Selects the faces bordered the selected UVs or edges.
    • Select Connected Faces: Selects the faces connected to the selected UVs or edges.
    • Select Shell: Select all UVs in the shell containing the current selection. This is useful to select the whole piece so you can move, scale, or rotate it.
    • Select Shell Border: Expands your selection to all UVs along the border of the UV piece.
    • Convert Selection to Faces, Edges, Vertices, UVs: Converts the selection from one type of component to another connected type. For example, if you have faces selected and convert selection to vertices, all vertices connected to the faces are now selected.

Soft selecting UVs

You can use Soft Selection to smoothly transform textures on your models without transforming each UV one at a time. Soft selection works by transforming a falloff region around your selected region. For more information see Soft Selection.