UV mapping is when you texture map a 2D image onto the surface of a 3D model. It lets you tell Maya how you want the image to be applied.
Pluralsight tutorial notes:
- UVs need to be spaced out evenly or they’ll get distorted.
- Plan where you can hide the UV seams on your object.
- You can’t manipulate UVs on NURBS.
- Planar mapping is best for flat objects or are completely visible from one camera angle
- For Best Plane tool you can only select one face at a time.
John sent me lot’s of stuff to help with the UV mapping. It’s better to not make one solid model but make individual pieces then group them together.
- Bring your model into Zbrush un-smoothed and use subdivisions when you need to add more detail.
- Do your UV maps after you bake your high poly mesh onto your low poly mesh.
- The more space your UV map occupies, the greater the resolution.
- Select shells – move and sew – unfold – select seam edges – make seam
Checkerboard brings up the map. Tick the width/height ratio box in planar menu. polygons – layout, flip red faces, sew edges (object none rotation in legacy mode) move and sew.
- Shells/islands are separate pieces.
- Pre-scale to world in legacy options – layout tool
You can select faces then map them.
- Planar, spherical and cylindrical UV mapping
- You can unfold faces that are on top of each other
- Delete your history!
My UV-ed models: