![]() The UV Texture Editor provides many useful tools for laying out and manipulating the 2D representation of UVs. You can display the texture image as a background image to let you more easily correlate the UVs to the texture. ![]() You view and edit UVs using the UV Texture Editor.For more information see the Related topics section below. You create UVs by mapping them onto your surface mesh using a variety of options.UV mapping is a critical skill to master for accurate and realistic textures on polygonal surfaces. The UV mapping process results in a correlation between the image and how it appears as a texture when mapped onto the three-dimensional surface mesh. UV mapping is a process whereby you create, edit, and otherwise arrange the UVs (that appear as a flattened, two-dimensional representation of the surface mesh, over top of the two-dimensional image to be used as a texture as it appears in the UV Texture Editor. The process of creating explicit UVs for a surface mesh is called UV mapping. Texture coordinates (UVs) associated with these surface types do not always exist by default, and so must be explicitly created, and subsequently modified in most cases, so that the surface mesh can accommodate a texture map. That is, moving a CV will affect how the texture map appears on the NURBS surface.įor polygon and subdivision surface types, the shape of surface meshes is usually much more irregular compared to NURBS surface types. Any textures mapped to the surface are also affected as a result. When the control vertices get repositioned, so do the positions of the corresponding UV texture coordinates. For NURBS surface types the texture coordinates (UVs) that control the placement of a texture exist by default and are implicitly connected to the control vertices. Texture mapping polygon and subdivision surfaces in Maya differs from how you texture NURBS surfaces.įor NURBS surface types, each surface mesh is defined as a four-sided square or rectangular patch that has specific U and V directions. Understanding how UVs work is also important when you need to paint textures, fur, or hair onto a 3D model. Understanding the concept of UVs and how to map them to a surface, and subsequently lay them out accurately is essential for producing textures on polygonal and subdivision surfaces when working in Maya. Otherwise, changing the model will create a mismatch between the model and the UVs, and affect how any textures appear on the model. In most cases, you map and arrange UVs after you have completed your modeling and before you assign textures to the model. In addition, the location of the UV texture coordinates do not automatically update when you edit a surface mesh. Textures applied to polygon or subdivision surfaces that do not possess UV texture coordinates will not render.Īlthough Maya creates UVs by default for many primitive types, you’ll need to rearrange the UVs in most cases, because the default arrangement will usually not match any subsequent edits to the model you may make. That is, UVs act as marker points that control which points (pixels) on the texture map correspond to which points (vertices) on the mesh. UVs are essential in that they provide the connection between the surface mesh and how the image texture gets mapped onto the surface mesh. UV texture space facilitates the placement of image texture maps on a 3D surface. UV texture space uses the letters U and V to indicate the axes in 2D. UVs exist to define a two-dimensional texture coordinate system, called UV texture space. UVs (pronounced U-VEEZ) are two-dimensional texture coordinates that reside with the vertex component information for polygonal and subdivision surface meshes.
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