I have used SmartUV to unwrap my model (a dog cabine) in Blender. It works perfectly fine.

However, the "interior" of the dog cabine occupies a large area of the UVs. I don't want them to take up so much space as the interior will have very little color details. A square of 24x25 pixels would do.

When I scale the islands manually, I would have to scale each other part of the UV as well.

Is there perhaps a function that would re-sort / scale the other UVs (which I have not scaled down manually) according to my changes?

I hope it's clear what I want:

I want to tell Blender that the interior should not occupy so much space, but it should still use SmartUV (which is such an amazing time saver for me).

Thank you.

enter image description here

  • $\begingroup$ If you have already interior unwrapped like what I assume is done on the screenshot then select UV islands corresponding to interior and move those islands away on UV map, then scale them down $\endgroup$ – Mr Zak Nov 13 '18 at 13:14

Perhaps you could:

  • Select everything except the interior, then U Smart UV Project.
  • Select the interior and again U Smart UV Project.
  • Scale down and move this second unwrap where you want, or even, if you don't want to manage 2 UVs overlaying, give it a second material (with the same Image Texture).
  • Note that you could use Vertex Groups to facilitate the selections.
  • Also, in the UV/Image Editor, enable Keep UV And Edit Mode Mesh Selection In Synch so that you can see both the 2 UVs.

enter image description here

  • $\begingroup$ Oh man, you are a genius!!!!!!!!!! Exactely what I wanted. Thank you sooooooooooo much!!!! $\endgroup$ – tmighty Nov 13 '18 at 16:28

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