Before you begin painting, consider the following:
- Polygonal and subdivision surfaces must have non-overlapping UVs that fit within 0 to 1 in the texture space. In general,
produces UVs that can be used for painting. For details, see Polygons overview and Subdivision Surface Modeling (www.autodesk.com/maya-docs-archive ).
- NURBS models are usually made up of multiple patches, whereas polygonal and subdivision surface models are often only made
from a single mesh. When textures are assigned, each NURBS patch receives one texture, but by default a polygon or subdivision
surface receives only one texture for the entire mesh. This can result in there being insufficient texture resolution to get
fine detail on a polygonal or subdivision surface mesh. Increasing the texture size to the maximum will result in slower performance,
and may still not give sufficient resolution.
One solution is to partition the model by assigning several materials (for example, one for the head, one for the torso, one
for the limbs). Each material on the mesh then receives its own texture. This has the added benefit of allowing you to work
on part of the mesh at one time. To do this, right-click the material in and select to . In this way you can also assign different size textures to different parts of the model if desired.
Note
The does not deal with non-manifold geometry correctly.