UV Studio — Help & Documentation

UV Studio maps your artwork onto the screens in a venue or event model — LED walls, floors, pillars, ribbon boards — and sends the result straight back to Cinema 4D or Blender, or out as a GLB. This page walks through every tool with close-up screenshots.

Quick start

The entire workflow in four steps. Everything below goes deeper on each one.

  1. Click the orb, import a .glb/.gltf together with its PSDs/images — or Send a selection from Cinema 4D / Blender.
  2. Confirm which objects are screens in the import dialog, then link each screen to its artwork in the wizard.
  3. Auto-map ALL to fit every screen to its content — adjust rotation/flip/projection per screen if needed.
  4. Send back to Cinema 4D / Blender, or Export a textured GLB.
UV Studio launcher
The launcher — click the orb to begin.

1Bringing screens in

Two ways to get geometry into UV Studio.

A. Import a model

Pick a GLB/glTF, optionally with its PSDs/images selected in the same dialog. UV Studio auto-detects likely screens by name — screen, led, display, ribbon, board, jumbotron, video wall, monitor — and pre-checks them (green screen tag; textured means it already carries a texture). Unchecked objects still import, as dimmable reference geometry. Different naming convention? Add your own words right in the dialog's Auto-detect screens named like field — detection re-runs live as you type, and a Filter box searches busy scenes. Editing keywords never undoes a box you ticked by hand.

B. Send from Cinema 4D / Blender

Select your objects in the DCC and hit Send — they open here automatically over the bridge (see below). No manual export.

Choose screens dialog
The import dialog — checked objects become mappable screens; the rest arrive as dimmable reference geometry.

2Linking artwork to screens

The heart of the app: telling each screen which image or PSD layer plays on it.

Link media to screens wizard, expanded
Click a screen's row to expand a thumbnail list of every imported image and PSD layer.

Name matches link automatically. Click any row to change it — pick by look, not filename. "keep imported" leaves the screen on whatever it came in with. Links are one-to-one: picking a layer already used elsewhere moves it.

What the colored dots mean — a question people ask a lot.
The dot in front of a screen's name is its identity color, derived from the name. It stays consistent everywhere — panel, wizard, 3D outlines — so you can always match a row to an object.
A dot at the end of a media option means that layer is already linked to a different screen — the color tells you which (hover for the name). Picking it steals it.

The workspace

Three parts: a primary view, a secondary view, and the Screens panel on the right. The two views are the 2D map and the 3D venue — whichever you're not using as primary rides along as the secondary.

UV Studio workspace — 2D map primary, floating 3D view, screens panel
The 2D map is primary here (outlined screen slices + a pixel ruler), with the 3D view floating on top and the Screens panel on the right.

Swap, dock, float

The title bar of the secondary view has three small icons:

  • Swap (⇄) — flip which view is primary. The same as pressing Tab anywhere.
  • Dock (▐) — snap the floating view into a side-by-side split with a draggable divider (below). Great for watching the 3D result while you nudge UVs in 2D.
  • Float (◳) — pop the secondary view back out as a movable, resizable window you can drag anywhere over the primary view. This is the default.
Docked split view — 3D on the left, 2D map on the right, draggable divider between
Docked: the two views sit side by side. Drag the divider to resize; the swap icon still flips which side is which, and the float icon pops it back out.
3D venue with mapped screens promoted to the main pane
Swapped so the 3D venue is primary (via Tab or the swap icon) with the 2D map floating.

3D view modes

Three ways to look at the mapped venue — press 1 / 2 / 3 over the 3D view, or click the toolbar.

Checker mode — a UV-space checker pattern reveals stretching
Checker — a grid pattern in UV space. Even squares = clean unwrap; stretched or skewed squares show where the projection is distorting.
Distortion feedback mode — color-coded stretch map
Distortion feedback — a color-coded stretch map over the wireframe, for a faster read on problem areas than checker alone.

Shaded (the default, 1) shows the real linked content — see the workspace/venue screenshots above.

The Screens panel

Your screen list and control center, on the right.

A selected screen row: thumbnail, status, resolution, actions
A selected row: cropped-to-content thumbnail, identity dot, status, add/replace + visibility actions, and the RES override.
ElementWhat it does
ThumbnailCropped to exactly the slice of artwork this screen samples — not the whole PSD.
StatusMapped once fitted, otherwise Not mapped / No image.
RESDetected render resolution — overtype with the screen's real LED pixel size if they differ.
ActionsAdd/replace image, and a visibility control that cycles visible → solo → hidden.

Reference geometry

Everything imported that isn't a screen — the room, trusses, décor — for spatial context.

Reference geometry section: object count, visibility eye, brightness and opacity sliders
Two sliders: brightness (black → 50% grey) and opacity (solid → 15% ghost — screens glow through the walls, rendered flicker-free); the eye hides the group entirely.

Mapping & the transform bar

Imported screens keep their own UVs by default — mapping is opt-in and one click.

Auto-map ALL button, and the confirmation toast it produces
Auto-map ALL (top-left) fits every screen to its linked content — rows pulse green as they land, and a toast confirms the count.
Per-screen transform bar: auto-map, rotate, flip, free transform, projection
With a screen selected, the bar at the bottom of the 2D view: per-screen Auto-map (M), rotate CW/CCW (R/⇧R), flip H/V (F/⇧F), free transform (T), and the unwrap projection.

ProjectionAuto keeps the imported UVs; Planar, Cylindrical, and Spherical re-project for curved or wrapped screens (cylinders get an automatic seam split). On a narrow view the bar scrolls sideways instead of overflowing.

Free transform

Grab handles to scale, rotate, and move a screen's artwork directly — press T with a screen selected.

Free transform gizmo handles on a selected screen
Corner and edge handles appear on the selected screen's outline in the 2D view. Hold for non-uniform scale, to scale from a corner.

Send back / Export

The top-bar action button is source-aware — it changes label and behavior based on where the scene came from.

Export button — for a file-imported model
Imported from a fileExport a textured GLB + a JSON sidecar with each screen's render size.
Send back button — for a Cinema 4D / Blender sourced scene
Sent from Cinema 4D / BlenderSend back. Only UV coordinates travel — geometry and materials are never touched.

Notifications

UV Studio talks to you through toasts in the bottom-right.

Three toast kinds: success, warning, error
Success fades on its own; warnings and errors linger (and pause on hover) so a partial send failure never slips by.

Cinema 4D bridge

Zero-config — both ends share a folder automatically.

Preferences — Cinema 4D section: link folder and plugin install
Preferences ▸ Cinema 4D.
  1. Preferences ▸ Cinema 4D ▸ Install, then restart Cinema 4D.
  2. In C4D: Extensions ▸ UV Studio Bridge ▸ Send, with your objects selected.
  3. Map in UV Studio, then Send back — UVs land on the original UVW tags, losslessly.

Blender bridge

Same protocol, same zero-config folder.

Preferences — Blender section: add-on install
Preferences ▸ Blender.
  1. Preferences ▸ Blender ▸ Install, then enable the add-on once in Blender ▸ Preferences ▸ Add-ons.
  2. In Blender: View3D ▸ Sidebar (N) ▸ UV Studio ▸ Send, with your meshes selected.
  3. Map, then Send back — UVs land on each object's active UV layer.

Keyboard shortcuts

KeyAction
TabSwap the 2D / 3D views
1 2 3Over 3D: Shaded / Distortion / Checker
BToggle backface culling (3D)
1 2 3 4In 2D: Vertex / Edge / Face / Object edit mode
` 0Leave edit mode
MAuto-map the active screen
TFree transform ( non-uniform · from corner)
R ⇧RRotate CW / CCW
F ⇧FFlip horizontal / vertical
SInteractive scale — move the mouse, click to set
+ Scale up / down
XReset orientation
⌘/Ctrl ZUndo ( to redo)
Right-dragPan the view · Esc clears selection
HToggle in-app Help

FAQ

A screen imported but shows "No image."
It has no linked media yet. Select it and use Add image, drop a file on the 2D view, or re-open the link step.
Auto-map said "0 mapped."
There was nothing to fit — link artwork to the screens first, then Auto-map.
My LED wall is a different pixel size than detected.
Overtype the RES field on that screen with the true size; export/send carries it through.
Does anything change my geometry?
No. Round-trips send back UVs only — geometry and materials are never touched.
The whole room came in, not just the screens.
That's intended — unchecked objects arrive as dimmable reference geometry. Dim or hide them from the panel's Reference section.