Maya Modeling Reference Library: Create UVs

In this Maya tutorial, we will be taking a detailed look at each of the commands found in Maya's Create UVs menu. Software required: Maya 2011 and up.
Course info
Level
Advanced
Updated
Nov 1, 2011
Duration
1h 21m
Table of contents
Description
Course info
Level
Advanced
Updated
Nov 1, 2011
Duration
1h 21m
Description

In this Maya tutorial, we will be taking a detailed look at each of the commands found in Maya's Create UVs menu. Each video in this tutorial is a self-contained lesson centering on one of the commands found in the Create UVs menu in Maya. This means that these lessons can be viewed in any order you wish, allowing you to jump straight to the content that is most relevant to you. Over the course of these lessons, we'll take a detailed look at each of the Create UVs commands and how each of them can be used to speed up our workflow. Software required: Maya 2011 and up.

About the author
About the author

Dan is an author at Pluralsight with a passion for helping others. Long before Dan ever officially donned his recording headset, he was a dedicated forum moderator with Digital-Tutors (now a Pluralsight company), helping out members with problems they encountered across a wide variety of software. Since then, he joined our team and continues to help others every day with their CG challenges.

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Section Introduction Transcripts
Section Introduction Transcripts

Planar Mapping
[Autogenerated] in this. Listen, we're gonna look at the plane or mapping command now. Plainer mapping allows us to create U. V s for our polygon mesh based on an imaginary flat plain. So all we have to do is to come in and we can either select an object or you can select individual faces. If you wanted to apply our projection map to in an individual face, let's go ahead and select an object. You can come into our polygons menu sent go to create U V s and used plainer mapping. If we open up the option box here, we could see that we have a few different options for what we can do to help kind of do some preliminary fitting of the U. V s before they actually get created. But before we get into these options, go ahead and project this. We can see what happens with our U. V s here in the UV texture editor. So these U V s are actually being created based on this plainer projection. Now we can come in and adjust this projection however we may want we can see how that's affecting our U. V s here in the UV texture editor. We also have the ability to come in and very precisely, injuring any sort of dimensions or scale or rotation for this projection, and that will come in and just r. U V's accordingly, as if being projected from this particular plane. Now, on this manipulator here, if we come down to the very bottom, we have the ability to. If we click this, we can actually come in and rotate this. So we wanted to kind of rotate this to match our mesh a little bit better. We could easily comment and do that. We can click that to go back to our scale, where we can scale this to kind of fit our mesh a little bit better. And we also have the ability here within the node that gets created for the plane. A projection toe actually adjust the image, scale you in the image Skill V. Now what that is is that's going to be the size of the actual textures or the U. V s here in the UV texture. Editor. So if we were to kind of scale this in a little bit here in the UV texture, editor we can see how that is affecting the image scale. You and Damon Skill V here within the projection so we can enter in some precise numbers if we need that, as well as the ability to adjust. The rotation angle really gives us a really high level of control over exactly how the U. V S are being created for our mesh. We got a better idea of what player projection mapping is and how we can manipulate it here in the View port, as well as how it effects are U V's within the UV texture. Editor. Let's go back to the option box and take a look at some of the manipulations that we can perform before we actually create this projection. Okay, so we can come into our create U V s and plain or mapping open up the option box here, come in and let's select another mess here, go ahead to object mode just like this entire mess. Now the first option here is to 50 projection to either a best plane or bounding box. Now, by default, it's going to be set to a bounding box which is going to give us the ability to choose whichever axes we want to have. The projection created from so as we saw before, was actually created along the X axis. And that's the axes that the plane is going to be traveling along and projecting from. Well, if we switch this to the best plane that Maya is going to use the angle of the faces in these selected masher and whatever we have in our selection and then automatically figure out what it thinks the best angle to project along will be now. One of the really cool things of actually using the bounding box is not only do we have the ability to manually control which angle are Ugh, these are being projected from. We also have the ability to actually project from a custom camera. So we can either project from our perspective camera for her to come in and select this and then hit apply. We can see how are projection is being was being projected from the perspective camera at the time. We projected that we can also actually project from either on Ortho graphic camera or any sort of costume camera that you might have created so far who wanted to come in and set up a camera here and see we have a camera, said it a very specific angle and say we wanted our U. V s to be projected exactly from this angle. Maybe we can come in, look through the camera, select the mesh or the components that we want to apply our projection to simply come in to create U V s plane or mapping. Open up the option box. Make sure that we have our camera selected and then hit project and are you? Weise will be projected from that camera. So let's just yet another way that we can really gain a really, really fine and high level of control over. How are you? These are being applied to our mesh. Now, the next option here within the option box is the ability to keep the image with in height ratio. So if we were to have this turned off and we applied, our projection switches back to the X axes here just so that we're not actually in creating our projections based on the perspective camera that I'm moving around to create this, it's going to create our U. V s like this here, where we can see it's taking up the entire zero toe, one texture space. Now, if we have keep image with in height ratio checked. What my is going to do is it's going to try to determine the actual ratio for this MASH or measures that we have selected and then generate the U. V s accordingly without stretching them to fit the entire 01 UV texture space. So to see this little bit, we'll get the exact same mesh on the opposite side. Make sure that this is checked. If we had a plight, we can see the difference in the U. V s that air created. We see that they're not being stretched to fit all the way up our 01 texture space, whereas on this side here, they're actually being stretched in order to fit within this 01 space. This is something to keep in mind when we create our UV is using the plane or projection it because this can start to cause some sort of distortion within our U. V's. If we're not careful, not this next option here really helpful. If we have to formers on our mesh. We have the ability to actually insert our Polly plainer projection node before our def or MERS. So that really helps to limit things like swimming taxers when we have the formers are mesh. Now, this last option here is gonna give us the ability to create a new U V set. Now it's important to point out, as you may have noticed when I've been through and kind of created some new UV textures here by projecting my do my poly plainer projection, it's actually overriding the U. V s that we're currently applied to that mesh. So if I were to come in and have this unchecked and create a new plane or projection, it's going to replace those UV s so we could see we've actually replaced those UV s. We don't have any way to get the other. You've ease back. Now, if you wanted to maintain the current U V's without actually overwriting them, we could very easily come in and create a new U V set. And the UV is that it created from this projection will be applied to that new UV set. So let's give it a name, something that we'll remember, Maybe our plane or map you ve set. And if I come back in the object Mo, just make sure that everything is selected here. Go ahead and project. We can see that arm U V s are have been projected how they're exactly the same as the other one. So let's come in. And actually, let's once again project this year and let's go ahead and give this another name here. So we have our second U V set. This will be our planter map Second, you ve set and we want to kind of change this up a little bit just so we can see a little bit of difference here so we can see that we're keeping our original U V s. So if we project this, we can see the difference in the U. V s have come into a UV sets. We can see we have our various previous U V s that we have created a CZ Well, so we haven't actually overwritten any of the U. V s. So it's just really helpful in a nice way of being able to control how the U. V s are laid out on our mesh. So that is a look at how it can create planner projections by using the plane or mapping command.