Exploring Maya 2018: Instructional Video. You’ll also see how to project the UV map, access the Planar Mapping. Exploring Maya 2017 tutorial. Blender UV Mapping Tutorial with Blender; Rare practical example of UV mapping from a blog (not related to a specific product such as Maya or Blender). Contents • • • • • • • Process [ ] 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. 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. UV texturing is an alternative to (e.g., using any pair of the model's X, Y, Z coordinates or any transformation of the position); it only maps into a 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 [ ]. UV mapping is the process of ‘unwrapping’ a 3D object in order to make a 2D map of the object surface. Think of a cereal box in it’s 3D form, the box has 6 sides and you cannot view all sides at the same time. However, you can pull the box apart and flatten it out, so that you can view all six sides at once on a flat surface. Similarly, you could take a tin of beans and identify three main surfaces that can be flattened – you can cut off the top and bottom to create 2 flat circular shapes, and then peel off and flatten the label to create a long rectangular shape. Possible UV maps for a cereal box and a tin of beans are shown below. But why would we want to do this!? Essentially, we create UV maps of 3D objects so that we have flat blueprints highlighting the various faces on the object. We can then use these blueprints to paint on a texture using a 2D art package (e.g. Photoshop) and then apply our texture to the object. Below is an example of a 3D head, with the UV map and painted face texture. When thinking about UVs, remember that 3D objects exist in XYZ space, where X is width, Y is height and Z is depth. U and V are the two dimensions that are used to define the coordinates of a texture on the surface of a 3D object. A UV in Maya is a UV point, which corresponds to a vertex in XYZ space. Hypershade to create the chequered material. In the Hypershade window, create a new material by clicking Lambert under Create Maya Nodes. Double click the new lambert2 material that appears on the right of the Hypershade to open up the Attribute Editor on the main Maya interface, as in the image below. Under Common Material Attributes in the Attribute Editor, click on the black and white chequered icon next to Colour and select Checker from the window that opens up. Now select the cube, and in the Hypershade hold the right mouse button over lambert2. From the pop up menus select Assign Material to Selection. You should now have a chequered cube as in the image below.
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