To open the UV Editor
The UV Editor lets you view and interactively edit the UV texture coordinates for polygon, NURBS, and subdivision surfaces within a 2D view. For more information on how UV shells are used, see the related topics below. You can also check out this video on using these tools all together.
All major UV tasks are accessible within the UV Editor either via the UV Editor's menus, View bar, or UV Toolkit. Additionally, many functions are available outside the editor via the Modeling menu set's UV menu. Below you'll find a quick video overview of the UV Toolkit's features and functionality, followed by detailed descriptions of its various commands and tools.
For a list of UV Editor menu items, see UV Editor Menu bar.
The View bar contains options for changing the display of the UV Shells in the UV Editor and occasionally the Viewport.
Wireframe / Shaded display |
Displays UV Shells as either unshaded wireframes or with semi-transparent shading. Color options for shading can be found in View > Shaded. |
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Distortion Shader |
Identifies areas of stretching or compression by shading faces with squashed and stretched UVs. See Identify UV distortion. |
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Texture Borders |
Toggles the display of texture borders on UV shells. Texture borders appear with a thick line. |
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Color UV Shell Borders |
Toggles the display of colored UV borders to any selected components. Useful for finding where shells share the same edges. |
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Grid UVs |
Moves every selected UV to its nearest grid intersection in texture space. Shortcut for UV > Grid. To change the grid, right-click the View Grid button on the toolbar. |
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Isolate selected UVs |
Displays only the selected UVs or those in the current UV set if none are selected. For more information, see Display a subset of UVs. |
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Save image |
Saves an image of the current UV layout to an external file. |
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Image |
Toggles whether or not the texture is displayed in the UV Editor. Switch between images using the dropdown next to the Checker shader button. |
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Checker shader |
Applies a checker pattern texture to the surface of the UV mesh and behind UVs in the UV Editor. See Apply the checker pattern shader to a UV mesh. |
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Channel display |
Displays either the RGBA or Alpha channels. |
Dim Image |
Reduces the brightness of the currently displayed background image. Use the slider to control the amount. Shortcut for Image > Dim. |
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Filtered Image |
Switches the background image between hardware texture filtering and sharply defined pixels. Shortcut for Image > Unfiltered. |
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Use Image Ratio |
Switches between showing square texture space and texture space with the same ratio of width to height as the image. Shortcut for Image > Image Ratio. |
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Pixel Snap |
Chooses whether to automatically snap UVs to pixel boundaries. Shortcut for Image > Pixel Snap. |
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UV Editor Baking |
Bakes the texture and stores it in memory. Shortcut for Image > UV Editor Baking. |
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Update PSD Networks |
Refreshes the PSD textures currently in use for the scene. When you modify a PSD file (in Photoshop) that is connected to a Maya PSD node (in Maya), you can update (refresh) the image in Maya to show the modifications immediately. See Image > Update PSD Networks. |
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Exposure |
Adjusts the brightness for display. Lowering the exposure allows you to view detail that is not visible in highlights by default. Click the icon to toggle between the default and modified values. This is a diagnostic option that is not saved in the scene, nor applied to rendered output. |
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Gamma |
Adjusts the contrast, or brightness of the midtones in the image for display. Increasing the gamma allows you to see details in the shadows of your image. Click the icon to toggle between the default and modified values. This is a diagnostic option that is not saved in the scene, nor applied to rendered output. In particular, it is applied on top of the view transform, if any — you do not need to set it to 2.2 to emulate sRGB. |
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View Transform |
Controls the view transform that converts colors from the working color space for display. This is useful, for example, if you want to quickly check the raw color values or temporarily apply a different view transform. The available color spaces that you can choose depend on whether you are using an OCIO configuration file for color management, or have defined user transforms.
These are diagnostic options that are not saved in the scene, nor applied to rendered output. They are not available unless color management is enabled. See Color Management. |
By default, the UV Toolkit appears on the right side of the UV Editor and contains all the tools you need to modify UV arrangements. For tools and commands with additional options, you can Shift + click the button to open the appropriate options window. You can also right-click certain options for alternate functions.
When the Move or Scale Tool is active, you can also choose to transform components by dragging them.
Use these options to select all UVs that share a common trait.
Allows you to select and affect a range of UVs on a gradient around the current selection. For more information, see the Select Tool.
Use these options to move UVs more precisely than the standard transform tools.
Allows you to set a custom pivot for use with the transform tools. For more information, see Change the Pivot Point.
Allows you to translate selected UVs in set increments
Contains various tools to help move UVs around the UV space more efficiently.
Allows you to rotate selected UVs by set increments.
Allows you to scale selected UVs in set increments.
Use these options to create new UV Mappings for selected meshes.
Use these options to break apart or join UV shells.
Use these options to spread UVs out around a seam. This is particularly useful for symmetrical organic objects. For more information, see Unfolding a UV mesh.
Use these options to position and align UVs relative to each other.
Moves every selected UV to its nearest grid intersection in UV space. Shift + click to open the Grid UVs options.
Moves selected UVs, within a certain tolerance distance, to the average of all their individual positions. Shift + click to adjust the Tolerance.
Scales the selected UVs to fit within the 0-1 UV space. Right-click to scale the UVs so that each of their faces fills the 0-1 UV space. Shift + click to open the Normalize UVs options.
Use these options to position and align UVs relative to each other.
Allows you to create and control UV sets for objects in the scene. For more information, see UV Sets menu.