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Uv Basic Tutorial

Date post: 08-Apr-2018
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    Basics steps to UVingMatthew Hyland CGA

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    In this document I will talk about the basic

    grips of UVing an object.

    I will talk about planar mapping how this

    Links to the UV editor and how the UV texture

    editor links with Photoshop

    This will be the object I will be UVing.

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    UVing is the process before coming to texture an

    object, it is like unwrapping a cube and seeing its net.

    This is the same process for all the objects you create

    in Maya, through UVing and planar mapping youcreate a virtual net for when it comes to Photoshop you

    will be able to then texture your object with in

    Photoshop.

    As you see here the object has not been laid out or

    UVd, and when coming to texture this in Photoshop, it

    would become difficult and unclear what part yourtexturing

    With in the UV texture

    editor, this is how the

    ladder looks.

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    This is how a UV gridlooks, you apply the UV

    grid just like any other

    shader.

    As you see here after applying the UV

    shader, you can see the texture being

    stretched around the shape. This is

    how a normal texture brought in via

    Photoshop would look, it would lookstretched and distorted.

    As you see the texture you have applied has also

    appeared in the UV texture editer box.

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    In the Maya menu make sure you have

    the polygons selected on the dropdown

    menu, then locate the Create UVs tab

    and go to the Planar Mapping

    Make sure on your model you have

    highlighted the faces you need UV, UV a

    model section by section, for

    Example:

    Front, back and sides

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    Once the Planar Map has been apply this box appears around the object also

    highlighting around the edges you are Planar Mapping, the box around theobject is equal to, the textured box with in the UV Texture Editor.

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    In the channel box rotate the UV box till it is up right in the

    texture editor and then scale the projection to 5 to fit with

    the UV editor.

    The Larger the number of the projection, the smaller the

    UVs will be on the Texture Editor, the smaller the number,

    the larger the projection.

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    Follow the same

    principle for the

    sides.

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    While editing the UVs for certain sides, be aware that there is a point in the middle

    that needs to face outside towards the way the objects face is facing, you alter thisby rotating this around, to see what way the map is facing

    by clicking the tool in the corner and this will give you

    directional arrows in the middle.

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    To make it easier selecting the faces

    press space and highlight the faces

    from the four windows.

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    Laying out the UVsWhen finally Planar Mapping an

    object, your UVs would look

    bunched up in the middle like this.

    This is were you have to sort out

    the UVs ready for texturing and

    you knowing were to texture.

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    First right click face, and then in your main

    view select one of the faces on the model.

    Doing this will single out one of the faces on

    the texture editor. Then hold Ctrl and move

    select To UV, doing this will then highlight theUVs surrounding that face

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    Once this is done go to select shell

    and this will then highlight all the UVs

    surrounding.

    as you only selected the face on oneof the lay outs, it will only highlight

    that faces UVs.

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    With all the UVs selected move the shell across. Repeat this cycle, and remember

    to place the shells, so that you understand which is which for example, the frontshell to the left, and the back shell to the right, and the left shells to the left and right

    shells to the right. Also notice when you move the shells around on the UV Texture

    Editor, the texture on the model also moves as well.

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    Going back to when we

    UVed the steps, all the

    shells have bunched up on

    top of each other, you can

    separate these individuallydepending on how you want

    to texture it, but to save

    space you can over lay

    them.

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    By using the front window

    view I selected all the steps

    by pressing shift, through

    doing the same cycle ofholding Ctrl I then selected

    all the UVs. I have also

    noticed that the UVs are

    not correctly aligned.

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    By selecting the shall and positioning it, I rotated the shell by using therotates in the corner in the UV Texture Editor. Also again notice as I rotate

    the shell, the texture rotates as well.

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    Once everything is in order, the shells are ready to be organised to besewed.

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    At first you will have to organise the shells into position to be sewed.

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    To sew the edges together, right click in the UV texture editor area and

    select edge, then highlight the edges, and then click the Move and sew

    the the selected edges tool and then the shells will jump together and stick

    together.

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    The next stage is creating a UV snap shot for it to be ready to go into

    Photoshop. You do this by highlighting all the UVs on the Texture editor map,

    and then in the Polygons drop down menu, you then scroll down to the UV

    snapshot.

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    First you rename your UV layout in the

    filename after \outUV. As you see in the

    box on the right youll see the numbers of

    size X and Y at 250. change these to 1050.

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    Opening up your UV map into

    photoshop

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    First you locate the project with in your images folder and click on the

    outUVLadder file. The Images file is set with in the Maya project files.

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    This is how the UVs look with in Photoshop before

    texturing, remember to delete the Alpha channel

    depending on what you are doing otherwise when

    reloading the texture on to your object, the texture will only

    pick up on the wire frame and your main object will looktransparent.


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