10.maps in Maya
10.maps in Maya
Color maps
By mapping a texture to the Color attribute of an object’s material, you create a color map which
describes the color of the object.
Transparency maps
Specular maps
By mapping a texture to the Specular attribute of an object’s material, you create a specular map
which lets you describe how shine appears on objects (by controlling highlight).
Reflection maps
By mapping a texture to the Reflected Color attribute of an object’s material, you create a reflection
map which lets you describe how an object reflects its surroundings.
Bump maps
By mapping a texture to the Bump attribute of an object’s material, you create a bump map which
lets you add the illusion of surface bump detail to a surface.
Displacement maps
Displacement maps let you add true dimension to a surface at render time, a process which may
reduce or eliminate the need for you to create complex models.
Mapping UVs refers to the actual process of assigning UVs to a mesh. Typically you begin the
process by projecting UVs onto the mesh surface from one or more primitive objects (like a plane,
cylinder, or sphere) that approximates the contour of your mesh. For exa
example:
Planar UV mapping
Planar mapping projects UVs onto a mesh through a plane. This projection is best for objects that
are relatively flat, or at least are completely visible from one camera angle.
Cylindrical
lindrical UV mapping
Cylindrical mapping creates UVs for an object based on a cylindrical projection shape that gets
wrapped around the mesh. This projection is best for shapes which can be completely enclosed and
visible within a cylinder, without project
projecting or hollow parts.
Spherical UV mapping
Spherical mapping create UVs using a projection that is based on a spherical shape wrapped
around the mesh. This projection is best for shapes which can be completely enclosed and visible
within a sphere, without projecting or hollow parts.
Automatic UV mapping
Automatic mapping creates UVs for a polygon mesh by attempting to find the best UV placement by
simultaneously projecting from multiple planes. This method of UV mapping is useful on more
complex shapes where the basic planar, cylindrical, or spherical projections do not produce UVs that
are useful, especially on components that project outwards or are hollow in nature.