- Maya 2018 Uv Mapping System
- Uv Mapping In Blender
- Uv Mapping In Maya 2018
- Maya 2018 Uv Mapping Tutorial
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.
Planar mapping typically gives overlapping UV shells. The UV shells may be perfectly superimposed and look like a single UV shell. You should use UV > Layout after mapping to separate overlapping UVs.
To map based on a planar projection
Jan 05, 2018 In this tutorial we will be looking at my UV map workflow in Maya 2018. A lot of things have changed in Maya 2018 and I have been requested many times to walk through my process in a tutorial. Learn how to map complex objects in Maya's UV editor. In this video, George shows some tips and techniques for mapping multiple surfaces to a single image map. He demonstrates how to align multiple UV shells to get the most efficient mapping. Sep 29, 2013 update 1/12/2015: check out the new, easier UV mapping tutorial. Maya UV unwrapping tutorial? What about PTEX? First things first, do we even have to UV? Mudbox’s PTex claims to offer a solution that does away with UVs. Wow, that would be great news! Of course, PTex doesn’t work so seamlessly with Maya or other 3D packages yet. Re: Problem in UV mapping Make sure your AMD card is up to date, 8 gb of ram is kind of low, Maya needs a lot to run properly, just make sure you work in a Maya. Ma file and not. Mb file and use incremental save just in case.
- Select the faces you want to project UVs onto.
- Select UV > Planar > (if you need to set options), or in the UV Editor's UV Toolkit go to Create > Planar. Set the following options as required:
- Click Best Plane to position the manipulator based on the faces you selected.
- Click Bounding Box to position the manipulator based on the bounding box of the mesh.
- Choose the axis from which UVs will be projected.
- Click Project.
- Use the projection manipulator to control how the plane distributes UVs.
- Use the UV Editor to view and edit the resulting UVs. You can also rotate the manipulator by clicking the red crossed lines, which reveals the Show Manipulator tool. Click the light blue circle around the Show Manipulator handle to activate the rotate handles.
Mapping to alternative planes
The Best Plane Texturing Tool assigns UVs to the faces you select based on a plane computed from vertices you specify, rather than a default axis plane.
You can select the faces you want to map before you choose the Best Plane Texturing tool, or you can choose the tool and then click each face you want to map.
To map based on the best fit plane of the selection
- Select the faces you want to map UVs onto.
- Select UV > Best Plane Texturing Tool (if you need to set options), or in the UV Editor's UV Toolkit go to Create > Best Plane.
- If faces are not selected yet, click faces to add them to the selection. You cannot marquee-select the faces—you must select the faces one by one, or select the faces before using the operation.
- Press Enter.
- Select one or more vertices (right-click on the mesh and choose Vertex to switch to selecting vertices) to define the plane of projection.
- Press Enter.
- Use the UV Editor to view and edit the resulting UVs.
To project from a plane defined by the view
- Select the faces you want to project UVs onto.
- Tumble the perspective view, or track an orthographic view to look at the faces.
- Select UV > Camera-Based (if you need to set options), or in the UV Editor's UV Toolkit go to Create > Camera-Based.
Notes
- Planar mapping can create shared, overlapping UVs that can look like texture borders. Turn on texture border display (in Display > Polygons > Texture Border Edges) to clearly show texture borders.
- Shared, overlapping UVs can create seam problems if you paint over them with the 3D Paint or Paint Fur Attributes Tools. To avoid these problems, manually separate the UVs with UV > Layout > . Set Separate shells to Folds and the Shell layout option to Along U or Into Square.
- Projection mapping only works properly on a single object at a time. If you need to apply a projection to multiple polygonal objects in a single step, combine the objects into one, apply the projection, and then separate the parts back out. Otherwise, perform a projection on each object separately.
- When a model’s form is very organic, and you require a complete UV representation of that model for texture mapping, a planar projection can produce UVs that overlap and appear distorted. You will probably need to unfold the UVs to make them usable.
Related topics
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.
Maya 2018 Uv Mapping System
Automatic mapping creates several UV map pieces or shells in texture space. This is fine if you are using tools that deal with UVs automatically for you, such as standard (not combed) fur and the 3D Paint tool in projection mode. If you need to work with the UVs manually, you will need to stitch the UV shells back together in the UV Editor using the Move and Sew UV Edges feature.
You can also specify user-defined planes for the projection of UV texture coordinates. The Load Projection option uses a polygon object you specify from the current scene.
To facilitate more accurate UV projections a projection manipulator is displayed when using the Automatic Mapping feature. The projection manipulator lets you correlate the multiple planar UV projections that occur in the scene view with how the resulting UVs appear in the UV Editor.
The projection manipulator appears centered about the selected object in the scene view with blue planes that correspond to the number of planes set by the Automatic Mapping’s Planes option. A light blue color indicates that the projection plane is oriented facing away from the selected object, while a dark blue plane indicates the side of the projection plane that is oriented facing towards the selected object.
The manipulator’s planes are displayed semi-transparent at a scale of 50% of the actual projection plane so they don’t fully occlude the object when using the manipulator. Red and green lines appear along the edge of each plane to indicate the corresponding U and V axes within the UV Editor.
You can move, rotate, and scale the UV projection manipulator just like other manipulators in Maya. Scaling the manipulator affects the resulting scale of the projected UVs in the UV Editor.
Uv Mapping In Blender
You can reset any transformations for the projection manipulator using the Channel Box. When a custom projection object is specified using the Load Projection option, the projection manipulator gets updated to reflect the planes specified by the custom projection.
To map UVs for a polygon object using Automatic Mapping
Uv Mapping In Maya 2018
- Select a polygon object in the scene view that you want to project UVs texture coordinates.
- Select UV > UV Editor to display the UV Editor or select the UV Editing workspace to view the perspective view and the UV Editor side by side. When you project the UVs they will appear in the UV Editor’s 2D view.
- From the Modeling menu set, select UV > Automatic > (if you need to set options), or in the UV Editor's UV Toolkit go to Create > Automatic. Set the following options depending on your requirements:
- Set the Planes setting to the desired number of projections you require and click Project. (The more planes you use, the less distortion in the UV layout but the more shells are created).
- The automatic mapping projection manipulator appears centered about the object in the scene view with blue projection planes that correspond to the Planes setting you specified. That is, if the Planes option was set to 4, then 4 planes appear on the manipulator.
- To move, rotate, or scale the projection manipulator do the following:
- To move the projection manipulator in X, Y, Z, drag any of the three colored arrow handles while moving your mouse.
- To rotate the projection manipulator, click the light blue circular rotate handle to make the X, Y, Z rotate handles appear. Dragging any of the three circles rotates the manipulator about X, Y, or Z.
- To non-proportionally scale the projection manipulator, drag any of the three colored box handles on the manipulator.
- To uniformly scale the projection manipulator, click any of the three box handles on the tip of the manipulator so a 3D box appears. Drag the box to scale the manipulator uniformly.
- Use the UV Editor to view and edit the resulting UVs. Note: Projection mapping only works properly on a single object at a time. If you need to apply a projection to multiple polygonal objects in a single step, combine the objects into one, apply the projection, and then separate the parts. Otherwise, perform a projection on each object separately.