<p>Since UV coordinates are per a vertex this can be done by simply displaying the 2D UV coords in screen space and texture the resulting triangles using the same texture coords. Since UV coords are usually [0,1] they will need to be rescaled  for the image, but that is also very easy to do.</p>
<p>Here is a image showing the results. This also is showing the triangles that map to the uv coords.
<a href="https://i.sstatic.net/AZxtx.png" rel="nofollow noreferrer"><img src="https://i.sstatic.net/AZxtx.png" alt="enter image description here" /></a></p>
<p>In the example image the author is showing the mappings of the triangles onto the texture. But it is easy to break up the image, rescale, ect.</p>

CC BY-SA 4.0
2022-09-10T13:46:26.120Z
2022-09-10T13:46:26.120Z
pmw1234
<p>UV mapping assigns fixed positions in the texture to each vertex. You'll have to distort the image so that it maps to a constant area in "model size" so to speak. I found the following other question that will probably give you a solution: <a href="https://blender.stackexchange.com/questions/22872/unwrap-uv-map-proportionally-to-object-size">https://blender.stackexchange.com/questions/22872/unwrap-uv-map-proportionally-to-object-size</a></p>

<p>It won't give disjointed parts like in your image, but I think it will still provide what you're looking for.</p>

CC BY-SA 4.0
2018-12-29T22:51:16.180Z
2018-12-29T22:51:16.180Z
bernie
<p>(Note that as far as attempts go, I can't find anything that helps me)</p>

<p>I have a 3D polygon, and for simplicity's sake it's going to be the one below:</p>

<p><a href="https://i.sstatic.net/KQ8Ct.png" rel="nofollow noreferrer"><img src="https://i.sstatic.net/KQ8Ct.png" alt="Basic Textured Polygon"></a></p>

<p>It is textured using the UV map below:</p>

<p><a href="https://i.sstatic.net/UaFcs.jpg" rel="nofollow noreferrer"><img src="https://i.sstatic.net/UaFcs.jpg" alt="Basic Texture UV"></a></p>

<p><em>Side Note: I just found the texture on Google. It is not being used in any manner other than solely to demonstrate my question.</em></p>

<p>I plan on 3D printing the polygon. Since I suck at painting, I want to print the textures for each face so I can glue/decal them onto the correct faces.</p>

<p>My question is: How can I go from a UV texture map to individual polygon faces (and 1 texture per face) that is correctly scaled to fit the face. I want something like below:</p>

<p><a href="https://i.sstatic.net/s8hCn.png" rel="nofollow noreferrer"><img src="https://i.sstatic.net/s8hCn.png" alt="Desired Outcome"></a></p>

<p>Is there <strong>any</strong> way to do this? I don't care about width * height as I can manage that on my own, but I need the textures to be distorted just like how they are on the corresponding face of the polygon.</p>

<texture><3d><uv-mapping><model>
Export Model Textures Per Face
KatoFett
# Export Model Textures Per Face

(Asked by: username_0 on 2018-12-28)

(Note that as far as attempts go, I can't find anything that helps me)

I have a 3D polygon, and for simplicity's sake it's going to be the one below:

[![Basic Textured Polygon](https://i.sstatic.net/KQ8Ct.png)](https://i.sstatic.net/KQ8Ct.png)

It is textured using the UV map below:

[![Basic Texture UV](https://i.sstatic.net/UaFcs.jpg)](https://i.sstatic.net/UaFcs.jpg)

*Side Note: I just found the texture on Google. It is not being used in any manner other than solely to demonstrate my question.*

I plan on 3D printing the polygon. Since I suck at painting, I want to print the textures for each face so I can glue/decal them onto the correct faces.

My question is: How can I go from a UV texture map to individual polygon faces (and 1 texture per face) that is correctly scaled to fit the face. I want something like below:

[![Desired Outcome](https://i.sstatic.net/s8hCn.png)](https://i.sstatic.net/s8hCn.png)

Is there **any** way to do this? I don't care about width \* height as I can manage that on my own, but I need the textures to be distorted just like how they are on the corresponding face of the polygon.

**Tags:** texture, 3d, uv-mapping, model


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## 2 answers

### Answer by username_1 on 2022-09-10. Score: 1

Since UV coordinates are per a vertex this can be done by simply displaying the 2D UV coords in screen space and texture the resulting triangles using the same texture coords. Since UV coords are usually [0,1] they will need to be rescaled for the image, but that is also very easy to do.

Here is a image showing the results. This also is showing the triangles that map to the uv coords.
[![enter image description here](https://i.sstatic.net/AZxtx.png)](https://i.sstatic.net/AZxtx.png)

In the example image the author is showing the mappings of the triangles onto the texture. But it is easy to break up the image, rescale, ect.


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### Answer by username_2 on 2018-12-29. Score: 0

UV mapping assigns fixed positions in the texture to each vertex. You'll have to distort the image so that it maps to a constant area in "model size" so to speak. I found the following other question that will probably give you a solution: <https://blender.stackexchange.com/questions/22872/unwrap-uv-map-proportionally-to-object-size>

It won't give disjointed parts like in your image, but I think it will still provide what you're looking for.


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