Once
you have mapped UVs onto a model you view and edit the resulting UV
texture coordinates using the UV Texture Editor.
The UV Texture Editor lets you
view the two-dimensional UV mesh on its own or in relation to the image
texture. The UV Texture Editor lets you
manipulate the components of the UV mesh in the 2D view much like
you work with other polygon components in Maya.
In some instances the
default UV projection may not appear in a manner you expect or require.
In these situations you must visually evaluate, then manually edit
the UV layout to rearrange the position of the UVs within the UV Texture
Editor to better suit the requirements of the texture.
In
terms of production workflow, you typically map and edit (rearrange)
the UVs once you have completed your modeling and before you assign
textures to the model. How you edit the UVs for a particular polygon
mesh depends on the texture mapping requirements you have.
The
following are some examples of situations where UVs need to be edited to
meet specific texturing requirements.
- When
the image for a texture map already exists, the UV mesh (and possibly
the surface mesh) will need to be modified to conform to the requirements
of the image. One example of this is when texture mapping a games character
and the artwork for the texture maps already exist for a known film
actor, athlete, or comic book character. In addition, the image
for the character's textures may be comprised of many smaller separate
images for the various components of the character on the same image
(For example, sub-images of the face or head, torso, legs etc.).
This method of laying out many images on a single image is commonly
referred to as a decal sheet and is very efficient
in terms of texture and memory usage for an interactive game application.
When using a decal sheet approach the UVs must be arranged so they
match up with the corresponding images on texture map as it appears
in the UV Texture Editor.
- When you want to reference
the same image multiple times for a texture map you will want the
UVs to lay directly on top of each other when viewed in the UV
Texture Editor. This approach is useful and efficient
in situations when the UVs can share the same region of a texture
image. For example, if you had a brick texture that you wanted repeated
on several buildings in a scene you could lay each separate UV mesh
in exactly the same position within the UV Texture Editor.
Otherwise overlapping UVs are generally not desirable and will produce
unexpected texture mapping results. When UVs overlap you can lay
them out to not overlap using
Edit UVs > Layout.
- When
you need to manually reassemble a UV mesh after using Automatic mapping to
create UVs for a surface mesh. Automatic mapping invariably produces
multiple projections for a surface mesh based on the shape of the surface
mesh. As a result, the UV projections appear as many separate UV components
in the UV Texture Editor. This can
be problematic when you need to have a UV mesh that is one contiguous
piece to allow a texture artist to paint directly on the 3D object.
You can reposition and attach the individual UV components using
features in the UV Texture Editor such as Polygons
> Move and Sew UV Edges.
- When the shape of the projected
UVs are badly distorted compared to the 3D surface mesh the resulting
texture map will be compressed, stretched or otherwise distorted
on the surface mesh in an undesirable fashion. There are many options
for correcting these situations using features in the UV
Texture Editor such features as Unfold and Relax.
NoteTo create a UV mapping
arrangement that works best for your model, you may need to try
a variety of mapping techniques, until you find a mapping arrangement
that is suitable. For more information on laying out UVs see
UV mapping tips.