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Is there a way to unwrap the UV's so that they match the coordinates of their respective vertices in the XY, XZ and YZ plane?

I have a tiling texture and all my faces are aligned to either the XY, XZ or YZ plane. So, I basically want the texture tiles each unit in either direction.

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  • $\begingroup$ It is extremely unclear what you are asking. A UV map is what defines the position (coordinates) of the vertices of your mesh on the texture. $\endgroup$
    – J Sargent
    Apr 24, 2015 at 13:27
  • $\begingroup$ you want the UVmap to look like the mesh ? $\endgroup$
    – Chebhou
    Apr 24, 2015 at 13:30
  • $\begingroup$ Use U > Project From View if that is what you want. $\endgroup$
    – J Sargent
    Apr 24, 2015 at 13:34
  • $\begingroup$ Basically, I have a tiling texture and all my faces are aligned to either the XY, XZ or YZ plane. So, I basically want that the texture tiles each unit in either direction. $\endgroup$
    – Thommy
    Apr 24, 2015 at 13:43
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    $\begingroup$ @NoviceInDisguise done, I hope it's clearer now $\endgroup$
    – Thommy
    Apr 24, 2015 at 15:57

1 Answer 1

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To get your image to display once on each face, select the entire mesh and press U > Reset. Each face will now be mapped to the image bounds.

In the UV/Image Editor header turn on UV and Edit mode selection sync.
UV and Edit mode selection sync
Now in the 3D view you can select any faces with the texture on the wrong way, and rotate them in the UV Editor.

animated gif

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