The document provides steps for UV mapping an object in Maya to prepare it for texturing. It explains that UV mapping unwraps an object like a cube's net to create a virtual layout. The steps include planar mapping faces, arranging the UV shells in the editor, sewing edges together, and exporting the UV layout to Photoshop for texturing. Rotating shells in the editor rotates the texture on the model. The document provides examples of UV mapping a ladder and staircase.
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Basics Steps To UV'ing Matthew Hyland CGA
The document provides steps for UV mapping an object in Maya to prepare it for texturing. It explains that UV mapping unwraps an object like a cube's net to create a virtual layout. The steps include planar mapping faces, arranging the UV shells in the editor, sewing edges together, and exporting the UV layout to Photoshop for texturing. Rotating shells in the editor rotates the texture on the model. The document provides examples of UV mapping a ladder and staircase.
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Basics steps to UV’ing
Matthew Hyland CGA
In this document I will talk about the basic grips of UV’ing an object. I will talk about planar mapping how this Links to the UV editor and how the UV texture editor links with Photoshop
This will be the object I will be UV’ing.
With in the UV texture editor, this is how the ladder looks.
UV’ing is the process before coming to texture an
object, it is like unwrapping a cube and seeing its net. This is the same process for all the objects you create in Maya, through UV’ing and planar mapping you create a virtual net for when it comes to Photoshop you will be able to then texture your object with in Photoshop. As you see here the object has not been laid out or UV’d, and when coming to texture this in Photoshop, it would become difficult and unclear what part your texturing As you see here after applying the UV shader, you can see the texture being stretched around the shape. This is how a normal texture brought in via Photoshop would look, it would look stretched and distorted.
This is how a UV grid
looks, you apply the UV grid just like any other shader.
As you see the texture you have applied has also
appeared in the UV texture editer box. In the Maya menu make sure you have the polygons selected on the dropdown menu, then locate the Create UV’s tab and go to the ‘Planar Mapping’
Make sure on your model you have
highlighted the faces you need UV, UV a model section by section, for Example: Front, back and sides Once the Planar Map has been apply this box appears around the object also highlighting around the edges you are Planar Mapping, the box around the object is equal to, the textured box with in the UV Texture Editor. In the channel box rotate the UV box till it is up right in the texture editor and then scale the projection to 5 to fit with the UV editor.
The Larger the number of the projection, the smaller the
UV’s will be on the Texture Editor, the smaller the number, the larger the projection. Follow the same principle for the sides. While editing the UV’s for certain sides, be aware that there is a point in the middle that needs to face outside towards the way the objects face is facing, you alter this by rotating this around, to see what way the map is facing by clicking the tool in the corner and this will give you directional arrows in the middle. To make it easier selecting the faces press space and highlight the faces from the four windows. Steps When coming to UV’ing multiple amounts of geometry facing up, such as window multiple window frames on all sorts of levels, or stairs or objects like this ladder. Instead of mapping one face each time, highlight multiple faces and then Planar Map. Then using the tool in the corner to get the position tools up, move the map above all the highlighted faces. Laying out the UV’s When finally Planar Mapping an object, your UV’s would look bunched up in the middle like this. This is were you have to sort out the UV’s ready for texturing and you knowing were to texture. First right click face, and then in your main view select one of the faces on the model. Doing this will single out one of the faces on the texture editor. Then hold Ctrl and move select ‘To UV’, doing this will then highlight the UV’s surrounding that face Once this is done go to select shell and this will then highlight all the UV’s surrounding.
as you only selected the face on one
of the lay outs, it will only highlight that face’s UV’s. With all the UV’s selected move the ‘shell’ across. Repeat this cycle, and remember to place the shell’s, so that you understand which is which for example, the front shell to the left, and the back shell to the right, and the left shells to the left and right shells to the right. Also notice when you move the shells around on the UV Texture Editor, the texture on the model also moves as well. Going back to when we UV’ed the steps, all the shells have bunched up on top of each other, you can separate these individually depending on how you want to texture it, but to save space you can over lay them. By using the front window view I selected all the steps by pressing shift, through doing the same cycle of holding Ctrl I then selected all the UV’s. I have also noticed that the UV’s are not correctly aligned. By selecting the shall and positioning it, I rotated the shell by using the rotates in the corner in the UV Texture Editor. Also again notice as I rotate the shell, the texture rotates as well. Once everything is in order, the shells are ready to be organised to be sewed. At first you will have to organise the shells into position to be sewed. To sew the edges together, right click in the UV texture editor area and select edge, then highlight the edges, and then click the ‘Move and sew the the selected edges’ tool and then the shells will jump together and stick together. The next stage is creating a UV snap shot for it to be ready to go into Photoshop. You do this by highlighting all the UV’s on the Texture editor map, and then in the Polygons drop down menu, you then scroll down to the UV snapshot. First you rename your UV layout in the filename after ‘\outUV’. As you see in the box on the right you’ll see the numbers of size X and Y at 250. change these to 1050. Opening up your UV map into photoshop First you locate the project with in your images folder and click on the ‘outUVLadder’ file. The Images file is set with in the Maya project files. This is how the UV’s look with in Photoshop before texturing, remember to delete the Alpha channel depending on what you are doing otherwise when reloading the texture on to your object, the texture will only pick up on the wire frame and your main object will look transparent.
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