I think the tool you're looking for is the Unitize tool. Someone correct me if I'm wrong, but this tool is terribly inefficient due to each polygon face being its own shell, thus causing your vertex count to skyrocket. If it's for the purposes of getting a tiling texture to show up on a ground plane, you're better off just scaling a UV shell up until it displays the desired size of your textures, or setting a higher U/V tile value of the associated material.
It turns out, after doing automatic mapping and planar mapping and adjusting them all to fit the square - I can just select the face and use Normalize! I'm pretty sure I tried this before but it didn't work... oh well, least I know now!
It turns out, after doing automatic mapping and planar mapping and adjusting them all to fit the square - I can just select the face and use Normalize! I'm pretty sure I tried this before but it didn't work... oh well, least I know now!
normalise will only work when making an indivual poly fit the uv space if you want a whole object to be split into polys and then fitted to the space then select the polys (in face mode) then while still in face mode hit unitize - although some will probably be flipped or rotated but that can easily fixed with the snapped rotation buttons.
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It turns out, after doing automatic mapping and planar mapping and adjusting them all to fit the square - I can just select the face and use Normalize! I'm pretty sure I tried this before but it didn't work... oh well, least I know now!
normalise will only work when making an indivual poly fit the uv space if you want a whole object to be split into polys and then fitted to the space then select the polys (in face mode) then while still in face mode hit unitize - although some will probably be flipped or rotated but that can easily fixed with the snapped rotation buttons.