Say I have already calculated the TD of my uv shell, ie. I know its exact size and I know where I should be placing it,
are there any tricks on how to position it precisely where I want it?
For example, can I pick the top-left vertex as origin, and tell Blender to move the shell to a position where this origin will be 16px from top edge and 16px from left edge?What I currently do is simply eyeball it, and build a demo scene to find seams.
There must be a better way?
(Snapping only works in the first example, the second example showcase where snapping will fail as uv shell is no longer square and can't be snapped easily)


Replies
Just to re-iterate
- with UVs -> Snaps to Pixel enabled
- move your shell to a corner
- g to translate
- press x/y to constraint
- enter number to translate with precise value.
(also you can use - for negative number)