Blender

Blender

Axeface Feb 25, 2020 @ 7:19pm
Edit mesh modifier
Hello all, is there an max-like edit mesh modifier feature in blender? Eg a modifier that stores all your changes to a mesh, and then when you remove or hide the modifier your original mesh returns. Want something like this for UV mapping (so i can flatten out a mesh to planar map).
Last edited by Axeface; Feb 25, 2020 @ 7:20pm
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Jay Shadow Feb 25, 2020 @ 8:34pm 
No, but there's another way to do it. With your model selected, go to the green triangle tab (object data) there is a section called Shape Keys. Shape keys are morph targets. So you hit the + next to the Shape Keys box twice and it creates Basis and Key 1. Basis is the base mesh, Key 1 is the first morph target. As long as Key 1 is highlighted your edits are gonna be saved on that key instead of the base mesh. You'll have to have Key 1's value set to 1 to see the changes outside of the edit mode when it's time to do the UV Mapping.

When you're done you can delete that Key 1, or save it in case you might need it later.

It won't undo any edge or vertex splits though, so if you need to return it to being a continuous mesh you're gonna have to reweld them either manually or by selecting all the verticies and at the top of the viewport going to Mesh>Clean Up>Merge by Distance.
Last edited by Jay Shadow; Feb 25, 2020 @ 8:35pm
Sersch Feb 26, 2020 @ 2:24am 
There's a free addon called TexTools that can automatically flatten your mesh based on your UV islands. The official website is here[renderhjs.net], but you have to get the latest version from GitHub[github.com], because the latest official version does only support Blender 2.79.

The feature you are looking for in the addon is called Mesh Texture. Either scroll down on the official page until you find it or click this link[renderhjs.net].
Last edited by Sersch; Feb 26, 2020 @ 2:27am
Axeface Feb 26, 2020 @ 3:38am 
Thank you both!
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Date Posted: Feb 25, 2020 @ 7:19pm
Posts: 3