I have a UV unwrapped mesh with multiple UV faces. They are all part of the same UV island. I want to scale all of them down on their individual origins, so each UV face will shrink, but remain in the same location.

Right now, the only way I can do this is by disabling sticky selection mode and scaling down individual faces one at a time. This is incredibly tedious and I wish to automate it. How can I achieve that?

  • $\begingroup$ You can set the pivot point to individual origins, but you need to separate the faces for them to scale individually. $\endgroup$
    – sambler
    Nov 6 '17 at 13:46
  • $\begingroup$ How would I separate the faces without having to re unwrap the mesh? $\endgroup$
    – Erik
    Nov 6 '17 at 17:57
  • $\begingroup$ The slow way is select a uv face and Alt-V - the quick way is to pin the verts and then add a seam to all edges and unwrap. Pinning the verts will keep them in place. $\endgroup$
    – sambler
    Nov 7 '17 at 0:21

I finally figured out a way to do this that works in my case:

Assuming the connectivity of your UV map topology is similar to your object:

  1. On the object side: Select your target object faces as usual.
  2. (UV unwrap if you haven't already done it)
  3. On the object side: Select -> Checker Deselect
  4. On the UV side: Select all, set individual origins, scale. As long as none of the visible vertices are touching, each face will scale along its own origin.

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