Uv Mapping In Maya

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In Maya, UV texture coordinates (UVs) can be created for polygon surface meshes using the following UV mapping techniques:

  • Camera UV mapping - see Planar UV mapping

Each UV mapping technique produces UV texture coordinates for the surface mesh by projecting them onto the surface mesh based on its inherent projection method. However, the initial mapping produced via the above UV mapping techniques does not usually produce the final UV arrangement that is required for a texture. As a result, you will often need to perform further editing operations on the UVs using the UV Editor. It is best to map UVs onto a model only when the it is complete.

UV Mapping Game Characters in Maya. Creating UV layouts is an absolute prerequisite for a game character before any textures can be painted and applied. In this course, UV Mapping Game Characters in Maya, you'll dive into the process of creating UVs for a multi-material character who is bound for Unity. 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: UV Editor not displaying UVs. Although selecting an object (any object) puts map1 into the list. However the UV Editor still shows nothing. The weird thing is that my tutor opened it up in his Maya 2017, and the UV Editor was working completely fine for him. I've uploaded a scene file with a simple mesh, this mesh is one of the ones causing an issue. Jan 12, 2015  Did you know that there is an easy, push-button solution for UV mapping in Maya? A tool that automates the entire process of UV mapping? I can show you a way of easy UV mapping in Maya, using a tool so easy that a beginner can master it in seconds. At long last: easy UV mapping in Maya! Creating UV layouts is an absolute prerequisite for a game character before any textures can be painted and applied. In this course, UV Mapping Game Characters in Maya, you'll dive into the process of creating UVs for a multi-material character who is bound for Unity. First, you'll go learn how to understand and plan for your UVs. To work with UV maps, you also need to maximize space on your work area (the UV Texture Editor). You can only move UVs in the Texture Editor, and you can only move the other components in the view editor (the main Maya window). Pieces in a UV map are sometimes called shells. UV mapping is the 3D modelling process of projecting a 2D image to a 3D model's surface for texture mapping.The letters 'U' and 'V' denote the axes of the 2D texture because 'X', 'Y' and 'Z' are already used to denote the axes of the 3D object in model space.

Note: Polygon and subdivision surface primitives have default UV texture coordinates that can be used for texture mapping. However, if you modify the default primitives in any way (that is, scale, extrude faces, insert or delete edges) you will need to map a new set of UV texture coordinates onto the object to suit your texture mapping requirements.

Related topics

The application of a texture in the UV space related to the effect in 3D.
A representation of the UV mapping of a cube. The flattened cube net may then be textured to texture the cube.

UV mapping is the 3D modelling process of projecting a 2D image to a 3D model's surface for texture mapping. The letters 'U' and 'V' denote the axes of the 2D texture because 'X', 'Y' and 'Z' are already used to denote the axes of the 3D object in model space.

  • 2Application techniques

Process[edit]

UV texturing permits polygons that make up a 3D object to be painted with color (and other surface attributes) from an ordinary image. The image is called a UV texture map.[1] The UV mapping process involves assigning pixels in the image to surface mappings on the polygon, usually done by 'programmatically' copying a triangular piece of the image map and pasting it onto a triangle on the object.[2] UV texturing is an alternative to projection mapping (e.g., using any pair of the model's X, Y, Z coordinates or any transformation of the position); it only maps into a texture space rather than into the geometric space of the object. The rendering computation uses the UV texture coordinates to determine how to paint the three-dimensional surface.

Application techniques[edit]

A checkered sphere, without (left) and with (right) UV mapping (3D checkered or 2D checkered).

In the example to the right, a sphere is given a checkered texture in two ways. On the left, without UV mapping, the sphere is carved out of three-dimensional checkers tiling Euclidean space. With UV mapping, the checkers tile the two-dimensional UV space, and points on the sphere map to this space according to their latitude and longitude.

UV unwrapping[edit]

When a model is created as a polygon mesh using a 3D modeller, UV coordinates (also known as texture coordinates) can be generated for each vertex in the mesh. One way is for the 3D modeller to unfold the triangle mesh at the seams, automatically laying out the triangles on a flat page. If the mesh is a UV sphere, for example, the modeller might transform it into an equirectangular projection. 97 honda accord repair manual. Once the model is unwrapped, the artist can paint a texture on each triangle individually, using the unwrapped mesh as a template. When the scene is rendered, each triangle will map to the appropriate texture from the 'decal sheet'.

A UV map can either be generated automatically by the software application, made manually by the artist, or some combination of both. Often a UV map will be generated, and then the artist will adjust and optimize it to minimize seams and overlaps. If the model is symmetric, the artist might overlap opposite triangles to allow painting both sides simultaneously.

UV coordinates are optionally applied per face.[2] This means a shared spatial vertex position can have different UV coordinates for each of its triangles, so adjacent triangles can be cut apart and positioned on different areas of the texture map.

The UV mapping process at its simplest requires three steps: unwrapping the mesh, creating the texture, and applying the texture.[1]

UV mapping may use repeating textures, or an injective 'unique' mapping as a prerequisite for baking.

Finding UV on a sphere[edit]

For any point P{displaystyle P} on the sphere, calculate d^{displaystyle {hat {d}}}, that being the unit vector from P{displaystyle P} to the sphere's origin.

Iso iec 17025 2017 pdf. Assuming that the sphere's poles are aligned with the Y axis, UV coordinates in the range [0,1]{displaystyle [0,1]} can then be calculated as follows:

u=0.5+arctan2(dz,dx)2π,{displaystyle u=0.5+{frac {operatorname {arctan2} (d_{z},d_{x})}{2pi }},}
v=0.5arcsin(dy)π.{displaystyle v=0.5-{frac {arcsin(d_{y})}{pi }}.}

See also[edit]

Uv Mapping Cylinder Maya

References[edit]

What Is Uv Mapping

  1. ^ abMullen, T (2009). Mastering Blender. 1st ed. Indianapolis, Indiana: Wiley Publishing, Inc. ISBN9780470496848
  2. ^ abMurdock, K.L. (2008). 3ds Max 2009 Bible. 1st ed. Indianapolis, Indiana: Wiley Publishing, Inc. ISBN9780470417584

Snapping In Uv Mapping Maya

External links[edit]

Wikimedia Commons has media related to UV mapping.
  • LSCM Mapping image with Blender
  • Blender UV Mapping Tutorial with Blender
  • Example of UV mapping).

Uv Mapping Script Maya

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