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 Display UV winding order

Editing UVs

Map border UVs to a square or circle
 
                
               
             
             
            
            Layout UV shells
          
       
       
       
       
      The Layout feature
         automatically repositions UV shells so they don’t overlap in UV
         texture space and maximizes the spacing and fit between them. This is
         useful for ensuring that the UV shells occupy their own separate
         UV texture space. For example, if you are applying Fur to a surface,
         the UV texture coordinates on a given shell must not overlap.
      
      In general, you should
         keep UV shells separated for convenience and clarity. It is not
         absolutely necessary to keep UV shells separate. For example, you may
         want the UV shells to overlap so different faces use the same region
         of a texture. 
      
      You can also use the Layout feature
         to:
      
      
         - Scale or stretch the UV shells to fit
            within the 0 to 1 coordinates of the UV Texture Editor.
            This is useful if you need to maximize the texture space used when
            creating a texture map. For example, when using 3D Paint.
         
- Flip UV shells that correspond to opposite
            sides of a model. This automatically corrects the orientation of
            the UV shell if the UV winding order is incorrect. See 
                     Display UV winding order.
         
- Arrange the UV layout of multiple selected
            objects simultaneously. This improves your efficiency when you need
            to quickly sort the UVs for multiple objects within the UV
               Texture Editor, or when multiple objects need to share
            different parts of the same texture.
            By default, when Layout
               is used with multiple objects, the UVs for each object are placed
               individually. As a result, they overlap each other within the UV
                  Texture Editor. This saves you the work of having to
               lay out each UV set individually. When the Layout
                  Multiple Objects option is set to Non-Overlapping,
               the UVs are laid out as if all of the objects were combined as one.
             The Layout feature
               is also available from within the UV Texture Editor by selecting Polygons
                  > Layout from the UV Texture Editor’s
               menu bar.
             NoteBefore using Layout you
                  should already have performed the necessary UV projection mapping
                  or Automatic Mapping. That is,
                  the Layout feature will only arrange
                  existing UV texture coordinates, it will not create them.
                
To lay out UVs for multiple objects simultaneously
      
      
         - Select the objects or faces whose UVs
            you want to lay out.
         
- Select 
                     Edit UVs > UV Texture Editor to
            display the UV Texture Editor.
         
- In the UV Texture Editor,
            select 
                     Edit UVs > Layout>   . .The Polygon
                  Layout Options window appears.
             
- In the Layout UVs Options window
            set the following options depending on your required outcomes:
            
               - Set Layout objects to Per
                     Object (overlapping) (default) when you require multiple
                  object’s UVs to overlap within the UV texture space.
               
- Set Layout objects to Single
                     or Multiple Objects (non-overlapping) when you require
                  the UVs to be separated. This is useful when you need each UV set
                  to be separate and distinct from each other.
               
- Set Prescale to Object to
                  maximize the spacing and fit between the UV shells.
               
- Set the Shell Stacking option
                  to adjust the spacing between UV shells by specifying how the bounding
                  shape for the UV shells will be described. In general, the UV layout
                  will have more space when the Bounding Box option
                  is set, and less space when the Shape option is set. When the Scale Mode is
                  set to Uniform the shells are scaled
                  to make optimal use of the UV texture space. 
               
 
- Click Apply to
            perform the layout operation or Layout UVs if
            you want to perform the operation and close the Layout
               UVs Options window.