I’m trying to make textures in Adobe Illustrator but failing to import the UV map correctly.
Here are my steps:
- Unwrap the mesh and choose “export UV layout”. Select png as filetype and select 1024x1024 for the resolution.
- Create a new Illustrator file and give it the size of 1024x1024. In Illustrator I also have to enter a ppi value, which I assume to be 72 ppi.
- Place the png-file in Illustrator. HERE IS THE PROBLEM: the placed image does not fill the whole artboard in Illustrator, but looks smaller.
I have to manually scale the png up, which makes the whole process a bit inaccurate.
I asked about this on an Illustrator forum, and they told me I should make sure that the image from Blender has the same PPI as my Illustrator file. However, in Blender there is no PPI setting, only the pixel dimensions.
How can I know what the PPI of my UV-map export is so that I can bring it correcly inside a graphics program like Illustrator?