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Edit face UVs

Start with texture placement and density if UVs are new to you.

  1. Enable meshy.
  2. Choose Select.
  3. Choose Face mode.
  4. Select faces.
  5. Choose Open UV Editor in Face UV.
  6. Drag a face in the UV editor to move its UVs.
  7. Drag a corner to reshape its mapping.

The mesh shows the texture change. Closing the editor retains it. Shift adds faces or corners to the UV selection. Selected corners affect part of a face. Shared geometry vertices keep independent UV seams.

Action Control
Move, rotate, scale G, R, S
Axis constraint U/V or X/Y
Exact transform Type a number
Confirm, cancel Enter, Escape / right-click
Precision, snapping Hold Shift, Ctrl
Pan, pointer-centered zoom Middle-button drag, wheel
Frame tile, selection Home, F

Batch transforms use a shared pivot or individual face centers. Offset and scale fields apply relative changes. Rotation uses degrees.

Button Result
Fit U, Fit V, Auto Fit Fit one axis or the whole mapping into the tile
Edge/center alignment Position bounds in the tile
Align Straighten the mapping
Flip U/V, quarter turns Mirror or rotate
Pack Arrange faces with a pixel margin
Pixel Snap Align corners to pixel boundaries
Reset Restore world-axis projection
Apply Hotspots, Edit Hotspot Layout Apply or edit patches
Control Content
Copy UVs and the first face’s material
Copy UV, Paste UV UVs, preserving destination materials
Paste Material Copied material
Paste Surface Material and UVs in one undo step

Face Lock protects UVs. Tags accepts comma-separated names, without duplicates or surrounding spaces. Locks and tags persist per face. New extrusion faces inherit them.

  1. Toggle 3D UV Mode, or press Alt+U over the viewport.
  2. Use G/R/S to transform UVs.
  3. Press Enter or left-click to confirm.

The same constraints, numbers, precision, snapping, and cancel controls apply. G follows the pointer’s screen direction on each face, including rotated or mirrored mappings. Typed U/V offsets remain exact. The hint shows the operation and constraints.

Camera navigation remains available. Further drags follow the view without jumps. Disable UV mode to resume geometry movement.

Edits affect selected, saveable faces across selected objects. Confirming creates one undo step. Cancellation restores UVs without history. UV edits keep baked-lighting UVs and collision shapes unchanged. Save the scene to retain UV edits.

Scene changes, leaving Face mode, disabling meshy, losing the target, or external Undo/Redo cancel viewport previews. Lock changes cancel active gestures. Shortcuts preserve text input and camera navigation.

Initial and legacy-scene UVs use the dominant world axis, including rotated or scaled parents.

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