Hi all!
I have a model that is a logical whole, but composed by several separate objects (that needs to remain separated). The objects also have multiple materials assigned to them and each one can have different modifiers. This is a fairly common scene setup.
Now I would like to paint a texture that all the separated object will use. For that I need to have the UVs of all the objects edited in relation, especially their scale must be in relation to each other. I can:
1.) Join all the objects in one mesh, create the UVs and then separate the mesh into objects again. This can be really messy and needs a lot of cleaning afterwards (removing vertex groups, materials, modifiers, etc…)
2.) Assign the same texture to all the meshes and tick “draw other objects” in the UV/image tab. This will give me overview of the UV grid of all selected objects, but not the scale relation between different object UVs. It’s also tedious to edit, since you must jump from object to object.
Is there a more elegant way to edit the UV grid of an model made of several objects?