Course info
Aug 18, 2008
3h 21m
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Learn the robust UV Mapping tools available in Maya while overcoming common UV mapping challenges with a creative and practical project. Learn several UV mapping techniques and a flexible workflow for use on any project. Contains over 3 hours of project-based training. Popular highlights include: Using Unfold to Modify UV Shells; Sewing UV Shells Together; Breaking UV Shells Apart; Planar Projections; Spherical Projections; Cylindrical Projections; Automatic Mapping to Project UVs; Shaping Shells using the UV Lattice; Reference Textures to Find Distortion; Overview of UV Texture Editor; Exporting UV Snapshots; Copying UV Layouts from Meshes; Projecting UVs from Cameras; Defining UVs with Multiple Projections; UV Mapping Polygon Surfaces; UV Mapping Subdivision Surfaces; Understanding NURBS and UVs; Creating a Compact UV Layout; Confining UV Shells to 0-1 Space; Placing Seams Appropriately. Software required: Maya 8 and up (Maya 2008 required for project files).

About the author
About the author

Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] hi and welcome to UV mapping work flows in Maya, presented by digital tutors and no desk authorized publisher. My name's Justin and I'll be your instructor as we explore a variety of tools that will allow you to prepare your models to be textured. So you've built a great model, and now you're ready to add some texture maps. Now, on order for Maya to know how you'd like your two D image applied to your three D geometry, we need to create a UV layout. We'll look at tools for projecting our UV maps in various ways. We'll also learn to manipulate. The UV is manually in order to get our mesh prepared in a way that will minimize issues like distortion and texture. Seems in the end, we'll have a mission that's ready to be textured. Let's begin by looking at the reasons for creating new V layouts and some of the tools and options will need to know about in order to get started. So here you can see in my I've just got a simple cube placed at the origin. This is one of the simplest shapes that we could create here in three D and you consider can rotate around this. So let's say you've created your three D model, and what you want to do now is add some texture. So paint some stripes on your zebra or some you know, some bricks on your wall. Whatever it is that you wanna paint onto your model, you need to create a texture. Now, those textures are going to be image files that you created something like photo shop or gimp or whatever it is that you're using. So those were gonna be two dimensional images, so flat images right with lengthen and ah heightened with Okay, so we need to apply a two dimensional image to a virtually a three dimensional model here in Maya. So Maya needs to know how we want those images, those pixels to be applied to the particular polygons ______. It really has no idea on some of these how to actually apply that. So what we need to do is create a UV layout and UV layout is you can think of it a sort of peeling the object back and flattening it out into two D space. Right? So if we take this cube, which is very simple and just kind of flatten it out. You get something like this. So all the faces that are facing out are all flattened out into a single plane. Okay? Which you can then apply your Tootie image too. Okay, In this case, we have just two checkerboard applied here. You can see now you can unfold this pain or texture, and then that will be applied back onto her cube, and you can see how it now applies it to those faces. All right. To be able to create an edit U V s, we're gonna be taking advantage of the UV texture editor. We confined this under window UV texture editor and also under edit U V's UV texture editor. If I open this up, you can see that it comes in with basically four quadrants here. And so this is going to be Are you the space now? Typically, you're going to concentrate on this zero toe. One space is what this is referred to. You can see the numbering. Here we go from zero in the U Tau, one with his parameters ation and then in the V 0 to 1 as well. So our texture map we can think of as being applied in this square. Okay, so all of our UV Lau information we want to actually be contained within this square. And you can see here interview be texture editor, that we've already got a layout for this cube so that we can start painting on here and it's unfolded. And it happens to be the same as this kind of visualized geometry here in our view port so that we've got this face right down here and in this face and this face so that when we apply our texture in this two d space, anything that's located in here is going to be applying to this face. Okay, Even when it's folded back down, you can see it's over here on the back. So anything, for instance, on the texture map that is located in here is going to be projected onto this face. So this is how we tell Maya, basically, what pixels of this image are going to be applied to which polygons. Okay, so all of our work is going to be done here in the UV texture. Editor, you can see we have a lot of different tools up here. We've got tools for polygons. We've got just a few tools for subdivision surfaces. Okay, We also have create U. V s here under probably guns. We've got creative ease and some of the different projections that will look at Can we also got edit U V s, which will allow us to kind of manipulate the SUV's in the UV texture editor. And you've also under surfaces, got subdivision surfaces and then you've got some mapping for texting subdivision surfaces as well. Okay, so division service's and polygons, we're gonna be pretty similar. Okay, so here's a sub d cube and you can see that it has pretty much the same layout of the U. V s as our polygon. Okay, because it's kind of derived from that polygon nerves are going to be a little bit of a different animal. So if I bring in Herbs cube, you'll see it looks a bit different. And if I go ahead and open the UV texture editor again, you can see that I don't really have what looks like any sort of editable U V's in here, but you can see these lines. And so if I select all these different faces separately. You can see that nothing changes. And so the U. V's on the nerves are kind of tied directly to the geometry because nerves exist as patches. So you can think of this entire square as Theo Entire nerves patch. Now, in this case, it's a square shape, so it works just fine. But if you were to come in and squeeze this down the geometry here, what's going on? Just scale it up. I'm scaling this geometry up in our view port, but the U. P s they're not going to change. So you can see that you get distortion here because this doesn't match up any any longer with our TV layout. So just keep that in mind when you're working care with our U. V s, we're gonna be able to lay out the ups on polygons and on sub D s on nerves. The you bees are going to be directly tied to that gentleman. Treating won't be able to really edit those u. V. S. Okay, so we got the UV texture editor that we're gonna be doing a majority of work in to unfold our geometry to lay this out into this 01 square. We'll look at a lot of different tools to be able to kind of cut apart and put back together some of the UV shells so that we can get things put together nicely. Okay, we'll talk about some of the issues that we can come across when doing u V s. And keep in mind that we've got you these under subdivision surfaces, texture, some mapping here and then the majority of the work we're gonna be doing this year with create U. V s and edit U V s. All right, so that's kind of the location of the UV texture editor And then some of the tools that we're gonna be using in a little bit of, ah overview of why we're actually creating these UV is once we're done, we'll have a UV layout that we can then bring in a texture and apply that in the correct here in the view port and also when we render it. Okay, so there are several different options for creating you bees or getting your starting point for U. V. S. And a lot of those options involves different kinds of projections. Okay. We've got plainer mapping, cylindrical mapping, spherical mapping, automatic mapping. Creativity is based on camera. So we've got all these different options in order to get started with. Argue the mapping. And that all depends on what type of a shape you're working with. Okay, so in the next lesson, we will start by looking at plain or mapping and how we can use that to begin to get our U. V s into our UV texture Editor.