How to translate UV islands to exact coordinates?

I am new and trying to make a tank via this tutorial. However, my tank tread models do not have the proper UV maps for the tread textures.

All I want to do is place the UV islands nose to tail, as a tank tread should be, with the width of the tread equal to 1 tile and everything else to scale with that. I really do not understand how it is that hard. This is how I would do the transformation in Fusion 360:

  1. Select Object 1

  2. Use “Move”

  3. Choose “Point to point transform”

  4. Select point on Object 1

  5. Select point on Object 2

  6. Hit done

And then everything would be perfect! But not only does this tool not exist (understandable) but I cannot find the information to replicate its function. Where do I find critical information like the dimensions of islands? The location of vertices?

I tried this in Blender as well only to find it gives even less information than Unreal. I am just very confused and at my wit’s end as to why the programs refuse to give the most basic information, and even more confused as to how people use them without the necessary hard numbers.

Thank you for any help, it has been an exhausting day.

Sorry to hear you are having a ‘bad’ day.

Seems like you are ‘Fighting’ the software, rather than working with it.

You ‘expect’ the software to work - the same as it does in Fusion 360.
I think it would be ‘easier’ for you - to learn how ‘blender / Unreal’ do things - different.

Some 3D Software is about ‘precision’ - other software is about ‘Optimization’
Unreal is a Game Engine - so it’s all about ‘Performance’…

Blender is a little of both, but some of the ‘precision’ is lost ( ignored ) when you import into Unreal.

At the end of the fay - remember why you are building a tank - for fun, right ?
( But - it does not sound like you are having fun anymore. )

Are you sure you need the ‘exact’ coordinates ?
or you just want a tank - that looks ‘cool’…

Can I see what it looks like - in blender ?
I don’t have much experience in UE5 yet. ( I’m working on a project based on UE4 )

I know it’s easy enough to design a texture in Photoshop ( Pixel Perfect )
Then you can zoom in and scale the UV Map to match that ‘exactly’…

Can you explain the problem you are having…
( not just that the solution you expect is not an option. )

Even If it’s a bit of ‘ADHD’ and you want the ‘tracks’ to line up - exactly,
Yep - I can relate to that…

The guy in the example video - built his tank and tracks in 3DMax.

and he has a Size / Number - for his tracks.

Is this the problem you are trying to ‘solve’ ?
to get seamless animation loop - for the tracks ?

How many people would want to try that ‘Tank Tutorial’

  • if I recreate the assets - and share them ? ( including tank track textures )
  • Yes!
  • No.
0 voters

Yes that is the issue. I want my tracks to look like his do in the video, where they loop around the outside. I may be able to do what I want in Blender, because I figured out how to get the coordinates for vertices, which gives me all the data I need to (perhaps tediously) reach my desired result.

Here is what it looks like in Blender.

Ok, good luck, - Sorry I was busy with something else.
I’ll try to get back to this if you are still having trouble.

I got it figured out, I’ve just been using math and editing coordinates in blender to get what I want.