Are there some kind of better snapping options? Because aligning 1 and 2 manually is just not possible
I know I should probably cut like that bright colour in the camera view (painted) but at this moment I want to be able to control seams better in the UV view
or is it possible unwrapping 2 sides of an object as single thing?
Same goes for those boards/planks cannot I unwrap them as one or should I make them seperate and UV them into one UV? (bright green I, II , X, V on the small planks
If you put a seam, the UV won’t wrap continuously - so if you want two sides to flow together (like with planks), remove the seam between the two sides and stitch the two sides together so they touch along one side. I’m not 100% sure what you’re asking, to be honest, so I don’t know if that helps, but you don’t have to put a seam on every edge. If you do, your UV won’t wrap.
I know
I was more asking about the snapping of islands, or aligning island to the same place, so they can act as one and if I should make the planks in to separate objects, like I marked in the screenshot I, II, X, V
Oh, I’m sorry. I misunderstood. Yes, you can align islands to the same place if you put them directly on top of each other. You can scale them so they are exactly the same size and then manually move them with G. A good way to do it is to align the center point, it’s much harder to line up edges (in my experience anyway.) I’m not aware of any faster way to align UVs, but that doesn’t mean there isn’t one!
You want the two opposite sides of the cube to share the same UV space, is that correct?
TexTools addon has a tool that’s supposed to match up similar islands. I haven’t used it, but you might check that out.
There are modelling options you can use here, like if you were modelling with a mirror modifier and weren’t mirroring UV, they’d come out that way without having to do anything. If your planks were linked objects, they’d all share the same UV space, even after joined into a single object with the rest of your crate.
Here, for the big faces, you could also project from view, from an orthogonal camera, to get the opposite faces sharing UV.
If you want to snap, you probably want to be using snap active selection to vertex, affecting move+rotate+scale. Then you can grab the whole face with an active vertex and snap it appropriately.