How do I unwrap this object from my point of view, so that is perfectly aligned with the mesh behind it?

As you can tell in the following image, I tried my best to position it myself, but took a long time to get it how it looks. Any tricks or tips?

Thanks for your time.

enter image description here

https://i.gyazo.com/30a1c83b317b8ceee24f03c5320becc5.png enter image description here

/// Edit: I was told I missed some details so here some more https://i.gyazo.com/45f9298ce16cfe784d6f30ebdf7e1df2.png You See this tiny cube that out of line with the mesh behind it we will call the mesh behind it mesh1 and the tiny cube that out of line mesh2 /// So I want mesh2 uvmap to be aline with mesh1 uv map perfectly without affecting mesh1 uvmap I hope this make since thank you for your time once again

  • 4
    $\begingroup$ Hello :). What exactly are you trying to accomplish? It is not really clear. And why are you not happy with your result? $\endgroup$ Jan 19, 2020 at 9:47
  • 2
    $\begingroup$ Could you please also rephrase the question? That'll increase your chance of getting help... $\endgroup$
    – Bruno
    Jan 19, 2020 at 10:08
  • $\begingroup$ cant you press 7 to go into top ortho and then when uv unwrapping go ''project from view'' with the meshes on top of each other $\endgroup$ Jan 19, 2020 at 10:15
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    $\begingroup$ Hello and welcome. Please use a descriptive title, also describe what you are trying to achieve $\endgroup$ Jan 19, 2020 at 14:19
  • $\begingroup$ Okay I'm sorry If I didn't say something correctly I'm a bit of a newbie blender I will update my question $\endgroup$ Jan 19, 2020 at 22:02

1 Answer 1


You can try this:

  • Select your objects and go to edit mode
  • Select all faces of the both objects and switch to Top view
  • From the menu select UV -> Project From View
  • Switch to object mode and create a material for one of the objects
  • Add your texture to the material
  • Make sure you create a Texture Coordinate node and connect the UV slot to the Vector slot of your image texture.
  • Apply the same material to the other object.

enter image description here


This was added to the question: "I don't want to affect the plane UV map"

In this case you can use the Data Transfer modifier on your Cube to transfer the UVs form the Plane to the Cube (I used a Torus instead, it's a bit more visible)

  • Position the Cube somewhere above the Plane
  • Use Data Transfer modifier on the Cube
  • In the modifier settings as the Source select your Plane
  • Check Face Corner Data with Nearest Face Interpolated settings
  • Click on UVs
  • You might need to click Generate Data Layers

For the Data Transfer modifier to work properly you will need more edges/subdivision on your Plane.
If you don't apply the modifier you can move your Cube and the UV data will adapt to the new position.

enter image description here

enter image description here

  • $\begingroup$ Alternatively you can use the UV project modifier and use the camera as projector. $\endgroup$
    – user1853
    Jan 19, 2020 at 17:21
  • $\begingroup$ I don't want to affect the plane UV map though that's the problem $\endgroup$ Jan 19, 2020 at 22:10
  • $\begingroup$ I see. I adapted my answer. This way you can preserve the plane UV's, but the plane should have better tessellation, otherwise it won't transfer the UV's properly. $\endgroup$
    – Oskar
    Jan 20, 2020 at 12:40
  • $\begingroup$ Thank you very much this should help $\endgroup$ Jan 20, 2020 at 19:09

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