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  <div class="section" id="uv-layout">
<h1>UV Layout<a class="headerlink" href="#uv-layout" title="Permalink to this headline"></a></h1>
<div class="refbox admonition">
<p class="first admonition-title">Reference</p>
<table class="last docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field-odd field"><th class="field-name">Category:</th><td class="field-body">Import-Export</td>
</tr>
<tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">UV Editor ‣ UVs ‣ Export UV Layout</span></td>
</tr>
</tbody>
</table>
</div>
<div class="section" id="usage">
<h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline"></a></h2>
<p>Using your favorite image painting program, you could use an exported UV layout to create a texture.
Then save your changes, and back in Blender, use the <span class="menuselection">Image ‣ Open</span>
to load it as your UV image for the mesh in Edit Mode for the desired (and active) UV map.</p>
<p>As a way of communicating to an artist who is painting your UV Texture for you,
Blender has a tool called <em>UV Layout</em> (<span class="menuselection">UV Editor ‣ UVs ‣ Export UV Layout</span>)
that saves an image as a <code class="docutils literal notranslate"><span class="pre">Targa</span></code> (<code class="docutils literal notranslate"><span class="pre">.tga</span></code>), <code class="docutils literal notranslate"><span class="pre">EPS</span></code>, or <code class="docutils literal notranslate"><span class="pre">SVG</span></code> format for the object you have selected.</p>
<p>The image will be lines defining the UV edges that are within the image area of the UV mapping area.
Edges outside the boundary, even if selected, will not be shown in the saved graphic.
The artist will use this as a transparent layer in their paint program as a guide when painting your texture.
The example below shows Blender in the background, and the Gimp working on the texture,
using the saved layout as a guide. Note that <code class="docutils literal notranslate"><span class="pre">targa</span></code> format supports the Alpha channel,
so you can paint transparent areas of the mesh. For using images as textures, see the page on
<a class="reference internal" href="../render/materials/legacy_textures/types/image_movie.html"><span class="doc">Image Textures</span></a>.</p>
<table border="1" class="docutils">
<colgroup>
<col width="50%" />
<col width="50%" />
</colgroup>
<tbody valign="top">
<tr class="row-odd"><td><div class="first last figure" id="id1">
<a class="reference internal image-reference" href="../_images/addons_io-uv-layout_uv-layout.png"><img alt="../_images/addons_io-uv-layout_uv-layout.png" src="../_images/addons_io-uv-layout_uv-layout.png" style="width: 320px;" /></a>
<p class="caption"><span class="caption-text">A UV layout in the UV Editor.</span></p>
</div>
</td>
<td><div class="first last figure" id="id2">
<a class="reference internal image-reference" href="../_images/addons_io-uv-layout_uv-layout-export.png"><img alt="../_images/addons_io-uv-layout_uv-layout-export.png" src="../_images/addons_io-uv-layout_uv-layout-export.png" style="width: 320px;" /></a>
<p class="caption"><span class="caption-text">A UV layout in a paint program.</span></p>
</div>
</td>
</tr>
</tbody>
</table>
</div>
<div class="section" id="properties">
<h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline"></a></h2>
<div class="figure" id="id3">
<img alt="../_images/addons_io-uv-layout_export-panel.png" src="../_images/addons_io-uv-layout_export-panel.png" />
<p class="caption"><span class="caption-text">Export options.</span></p>
</div>
<dl class="docutils">
<dt>All UVs</dt>
<dd>if disabled, then only the UV faces selected will be outlined.</dd>
<dt>Modified</dt>
<dd>Export UVs from the modified mesh.</dd>
<dt>Format</dt>
<dd>Select the type of image file to save (<code class="docutils literal notranslate"><span class="pre">.png</span></code>, <code class="docutils literal notranslate"><span class="pre">.eps</span></code>, <code class="docutils literal notranslate"><span class="pre">.svg</span></code>).</dd>
<dt>Size</dt>
<dd>select the size of the image in pixels. The image be square.</dd>
<dt>Fill Opacity</dt>
<dd>Set the opacity of the fill.</dd>
</dl>
</div>
</div>


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