Exporting the UV Map layout

In this last recipe, we are going to see how to export the UV coordinate layers outside Blender, in order to be used as a guide to paint textures inside any 2D image editing software.

We have seen that the Gidiosaurus object and also the Armor object have more than one UV coordinate layer, so the first thing to do is to be sure to have set the right layer as the active one.

To do this, simply click on the name of the chosen layer inside the UV Maps subpanel under the Object Data window; if you are in Edit Mode, by clicking on the different names, you can also see the different layers switch in real time in the UV/Image Editor window.

After you have selected the desired UV layer, do the following:

Note that if you want to export all the different tiles placed outside of the default U0/V0 tile space, as illustrated in the There's more… section of the Editing the UV islands recipe, at least for the moment, you have to temporarily (using Ctrl) move each island at a time to the default U0/V0 tile space and export it.