A Brief UV Mapping Tutorial
Following our previous tutorial on UV mapping basics, we were
given a live demo/give it a go yourself tutorial on very basic UV mapping. I managed to keep up
with main sections and also take notes and screenshots. However, they are a
little too much on the basic side for me
to properly follow up so I will try my hardest to explain.
Here I have cut up the UV shell by selected the “cut UV shell”
tool which is highlighted in the top left of the UV map area. I was then able
to select edges and use the “scissor” tool to literally cut them up and move
them around like I would a normal shape in Maya. Shown above is the cut up
shell and moved around pieces of the shell.
By selecting edges you can then select particular edges, on the
UV map screen you will notice that is selects the joining edge as well so you
are then able to select the “move & sew” tool to literally stitch them back together.
(LOOK FOR UV GRID so you can open it as a file and it
will help you for the size and proportion on a spherical object)
If anything sits on top of itself or can be pushed apart
(think of the top of the sphere where you could pull the sections apart) you
can select the whole shape and use the polygon drop down menu on the UV page
and select the “merge UV’s” (like merge vertex etc.) and this will make it one
shape and easier to move.
If you have a single texture shared across multiple
objects just make sure they don’t overlap on the UV map.
Here we were looking at wrapping a texture successfully
around a spherical object. The process was as follows:
Here you can see I have selected only the top of the sphere
(the area where the texture screws up and distorts/needs sorting out), I then
make this areas massive on the UV map so I can place it correctly so that the
cheque pattern is equal and looks right.
Select flipped UV so that shape turns blue so you know
it is the correct way round/facing the right way.
Select faces
> make sure shell move tool is OFF > then select the area.
When you want to stitch, move, rotate etc you must have the shell tool ON but if
you want to select the edges or faces it must be turned OFF. The best thing to do is move your UV map
around so that it fits successfully onto the 3D shape AND the UV grid.
To make the chequered pattern match up as close as possible I
used the rotate and resize tools (on the main Maya page, near the actual shape
on the far left) and moved the shape around over the chequered pattern on the
UV map side as well as re sizing the object so it looked like it fitted nicely
over the sphere. I
appreciate it doesn’t perfectly match up in terms of size and shape but it’s
the best I could do in the live demo tutorial whilst taking notes and keeping
up!
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