In this lesson you were
introduced to a few of the basic techniques required to assign and
accurately position texture maps on polygonal models using UV texture
- UV coordinates are essential for applying
and accurately positioning texture maps on polygonal and subdivision
- UVs can be explicitly created for a surface
mesh using a variety of UV mapping techniques. (Planar mapping,
spherical mapping, cylindrical mapping, and Automatic
- UVs are represented as 2D coordinates
and are viewed and edited with respect to the 2D texture map using
the UV Texture Editor. The UV
Texture Editor provides many other tools for editing
- UVs are usually positioned to fit within
the 0 to 1 UV coordinate space unless the texture map requirements
are such that the map needs to repeat across the surface mesh.
- It is useful to display both the 3D scene
view and the 2D UV Texture Editor simultaneously
when texture mapping so that a correlation between the 3D model
and 2D UV coordinates can be made.
- You can visualize texture borders using
Texture Border Edges.
- You can view the regions where UVs overlap
each other in the UV Texture Editor by selecting
the UV shells and selecting Image > Shade UVs.
You can open the PSD
file you used in this lesson using Adobe® Photoshop® to learn how layers were used for the texture
map. You can edit one or more of the layers to experiment with how
the texture can be modified. After you modify and save the file
remember to select Image > Update PSD Network in
the UV Texture Editor so the texture
map gets updated on the model in the Maya scene.
If you would like to
learn how to render an image of the cracker box model see the Rendering chapter
of this guide as well as the Maya Help to
learn more about lighting, shading, and rendering.
This lesson used a simple
polygonal model to introduce the fundamental concepts. When you
work with more complex polygonal and subdivision surface models,
you can also:
- layout overlapping UV shells that occur
as a result of UV projection mapping to ensure they fit within the
0 to 1 texture space using
Edit UVs > Layout.
- maximize the use of texture space by
forcing the UV borders to be mapped to the full area of the 0 to
1 UV texture range using
Edit UVs > Map UV Border
- align UVs to one another or snap them
to the grid in the 2D view
- untangle a UV mesh that contains overlapping
Edit UVs > Relax.
- modify a group of selected UVs using UV
Lattice and UV Smudge tools
In general, you should
begin texturing a model only after the model is fully complete.
Otherwise, changes to the model may affect the associated UV texture
coordinates which in turn will affect how the texture appears on
In this lesson you matched
the UVs to an existing texture image. Many texture artists create
good UV layouts for their models prior to creating the actual 2D
images for their texture maps. This is done only after the model
is fully complete.
You can export a bitmap
image of the 2D view of the UV Texture Editor to use
as a guide for painting a texture in your favorite image creation
software. In the UV Texture Editor, select Polygons
> UV Snapshot to export the image.
If you use Adobe® Photoshop® for image creation and
editing you can create a UV snapshot in a .PSD file format that
creates the UV image on a separate layer. To create the .PSD format
file while working in the UV Texture Editor, select Image
> Create PSD Network.
If you want to learn
more about a particular tool or feature that was used in this lesson,
please refer to the Maya Help.