UV Editor Polygons menu

Copy UVs

Copies the selected UVs for a selected face to the clipboard so they can be copied (pasted) to another face. For information, see Copy Attributes Options.

Paste UVs

Pastes UVs that were previously copied to the selected face.

Create Empty UV Set

Creates a new, empty UV set on the current object. You can then create the UVs in the set using one of the mapping/projection methods. See Create Empty UV Set options.

Copy UVs to UV Set

Use the items in this submenu to create a UV set based on an existing UV layout or transfer a UV layout from one set to another. See Copy into New UV Set options.

Set Current UV Set

Lets you select a specific UV set. See Set Current UV Set options.

Rename Current UV Set

Lets you rename the currently selected UV set. See Rename Current UV Set options.

Delete Current UV Set

Deletes the currently selected UV set.

Normalize

Scales the UVs of the selected faces to within the 0 to 1 texture space. See Normalize UVs options.

Unitize

Places the UVs of the selected faces on the boundary of the 0 to 1 texture space. See Unitize UVs options.

Flip

Flips the positions of the selected UVs. See Flip UVs options. This item is also found on the UV Editor toolbar for quick access. See UV Editor overview.

Rotate

Rotates the positions of the selected UVs by a specified number of degrees. See Rotate UVs options. This item is also found on the UV Editor toolbar for quick access. See UV Editor overview.

Layout rectangle

Creates an evenly distributed UV rectangle from a selection of two vertices. The selected verties define the top left (0,1) and bottom right (1,0) corners of a rectangular patch of geometry. The UVs contained in the selection area are laid out evently starting at the top left corner and ending at the bottom right corner.

Cycle UVs

Rotates the U and V values of the selected polygon. This item is also found on the UV Editor toolbar for quick access. See UV Editor overview.

Best Plane Texturing Tool

Assigns UVs to the faces you select based on a plane computed from vertices you specify. See UV > Best Plane Texturing Tool.

Grid

Moves every selected UV to its nearest grid intersection in texture space. See Grid UVs options. This item is also found on the UV Editor toolbar for quick access. See UV Editor overview.

Align

Aligns the positions of the selected UVs. See Align UVs options. This item is also found on the UV Editor toolbar for quick access. See UV Editor overview.

Warp Image

Modifies a texture image by comparing two UV sets on a single polygonal mesh and produces a new bitmap image. See Warp Image UVs options.

Map UV Border

Moves UV borders to the edges of 0 to +1 texture space. See Map UV Border options.

Straighten UV Border

Untangles the border of a UV texture shell, such as an edge that loops around itself. See Straighten UV Border options.

Optimize

Spreads out all UVs to make them easier to work with. See Optimize UVs options.

Unfold

Lets you unwrap the UV mesh for a polygonal object, and attempts to prevent you from creating overlapping UVs. See Unfold UVs options.

Layout

Attempts to rearrange the UV shells into a cleaner layout, based on the settings in the Layout UVs option box. See Layout UVs options. This item is also found on the UV Editor toolbar for quick access. See UV Editor overview.

Auto Seams

Allows Maya to automatically select or cut edges on the selected object/UV shells to form appropriate seams. See Auto Seams options.

Cut UV Edges

Separates UVs along the selected edges, creating borders. See Cut UV Tool.

Split UVs

Separates UVs from each other along the edges connected to the selected UV points, creating borders. Shortcut for the texture editor’s UV > Split UVs. This item is also found on the UV Editor toolbar for quick access. See UV Editor overview.

Create UV Shell

Converts the currently selected components (vertices, UVs, edges, or faces) to a line of edges around the perimeter of your selection, and then makes a cut along the perimeter, creating a new UV shell. See Create UV shells.

Sew UV Edges

Attaches UVs along the selected borders, but does not move them together in the texture editor view. This item is also found on the UV Editor toolbar for quick access. See UV Editor overview.

Move and Sew UV Edges

Attaches UVs along the selected borders, and moves them together in the editor view. See Move and Sew UV Edges options. This item is also found on the UV Editor toolbar for quick access. See UV Editor overview.

Merge UVs

Merges together separate UV shells. See Merge UVs options.

Delete UVs

Removes the selected UVs from the mesh. You will need to re-map or re-project the UVs in order to map textures onto the affected areas.

UV Snapshot

Saves an image file of the current UV layout. You can then paint on this image in a painting program or use this image as a background reference layer for texture work in an image editor such as Adobe® Photoshop®. See Save an image of the UV layout. An option window appears with the following controls:

File Name

You can save the file anywhere inside or outside of your project. Maya automatically assigns the file extension based on the image format you select.

Size X, Size Y

Sets the dimensions of the exported image. Use the same dimensions you want for the file texture you are about to create. If you are not sure, use the default size; you can scale the exported image later in your paint program.

Keep Aspect Ratio

The aspect ratio is the ratio of Size X to Size Y. With it turned on, you can change one size slider and Maya automatically adjusts the other size value to keep the same ratio. If you need to change the aspect ratio, turn off this option temporarily and adjust one of the sizes.

Color Value

Sets the color of the UV patches in the exported image. The background of the snapshot is black; therefore, the Color Value should be white or another contrasting color. You can click the box to open the Color Chooser.

Anti-alias Lines

Controls whether lines in the output image have anti-aliasing.

Image Format

Use an image format that your paint program can read. If you require an alpha channel while painting, use TIFF or a similar format.

UV Range

Normal (0 to 1) specifies the range between 0 and 1. When this option is set (default), only the UVs appearing in the 0 to 1 area are included in the 2D image that gets output.

Entire Range specifies that a 2D image will be output that covers all displayed UVs regardless of their position within UV space. That is, if the UVs lie outside the 0 to 1 range, they will still be included in the UV snapshot image.

User Specified allows you to customize the UV range that will be output by specifying minimum and maximum values for U and V. This is useful when you need to output an image of a specific UV shell or a specific region within the UV Editor.

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