Legal terms and conditions Legal disclosures Autodesk makes software and services available on a licensed or subscription basis. Rights to install, access, or otherwise use Autodesk software and services (including free software or services) are limited to license rights and services entitlements expressly granted by Autodesk in the applicable license or service agreement and are subject to. 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. This is just like the modeling toolkit: a bunch of tools and menu options organized into sections for quick access. Note that in versions of Maya prior to an updated copy of 2017, the Toolkit will not exist and you will instead see all these options as small icons near the top like the display options. Maya primitives come with their own UV layout. New to the world of UV mapping? We take you through the fundamentals of this critical 3D task. Shares Known as the most tedious task in 3D, especially for beginners, UV mapping is also the glue that binds models, bakes and textures together. It's a crucial task, too, as a bad set of UVs and their. 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.
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
- 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
Maya 2018 Uv Mapping Unwrap
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.