In the UV editor, when I position a face to go over the edge of the UV space, the part of the face outside it uses the opposite side of the image. I was wondering if there was a way to make it so that instead, the part of the face outside the UV space mirrored back on itself. Apparently other programs like Maya have this feature but I can’t find a way to do it in blender. Is it possible?
If what I’m saying is not clear enough, The second part here is what I mean.
Sorry, for bumping, but does anyone know if this can be done in Blender?
well, UVs can overlay each other, so you could fold that UV (just drag it actually) back onto the image, and the attached face will be mapped backwards (reflecting).
That’s what I’ve been doing for a long time, but it’s often inefficient because it needs extra polygons. The method I’m asking about allows mirroring within a single polygon by going outside the UV space. If it’s something that can’t be done in Blender then they really should add it.
I may be wrong but wouldn’t this be controlled by how you have your Image texture repeated?If the UV map is loaded in a Texture channel, can’t you set the repeating pattern to Mirror both X and Y?
Thanks for the suggestion but I’ve tried that and it doesn’t seem to work.