Exporting the asset as FBX for painting and selling them in the asset store, I was not expecting this UV space distribution layout: the mapping mesh on the right is out of the [1,1] UV space.
What is happening in Rhino, is that the UVEditor space is showing a UV mapping region and not the UV 0,0 to 1,1 UV space layout. Find number 99 in in the bottom right corner.
In this way, it will be clear where is the boundary edge of the texture.
If you need to work in a UV mapping space 0-1 you need to be inside this rectangle.
In this video explain why this is important. Often the UV mapping mesh is not inside the 0-1 domain. If we move it looks like is not moving as reported in issue RH-53857. What is actually moving is the grig texture. Having an outline border helps to be aware and understand what is happening.
I wonder if the automated UV-mapping thingy being developed by Eskil Steenberg would be of interest for Rhino?
I thought this work was amazing. In another video Eskil goes into more detail about the process of identifying features on a model (both for freeform and hard egdes).
Could be interesting. He’s been working on this already for probably two decades already.
Interesting to see he’s started to commercialize his work. I remember when I worked with him on the Verse 3D project when he had his first working versions of this tool. This was back in 2004-2005.
Now that he is transforming it into the ministry of flat it may be worth looking into.