The UV Editor lets you view and interactively edit the UV texture coordinates for polygon and subdivision surface types. UVs appear laid flat within the UV Editor’s 2D view. It also lets you display the 2D image for the texture map in relation to the UVs. These features are critical for accurate and efficient placement of texture maps on polygon and subdivision surface types.
In this lesson, your goal is to ensure that the shape and placement of the UVs match the image as it appears in the 2D view of the UV Editor. This will ensure that the map appears correctly on the cracker box model in the 3D scene view.
To open the UV Editor
The UV Editor opens in another window. You can drag the window over one of the viewport borders to change Maya's layout to a two-pane, with perspective view and the UV Editor. Being able to see both the UV Editor and your model is important because:
UVs do not initially appear in the 2D view of the UV Editor until you select an object or change the selection mode for an object in the scene view.
To view UVs in the UV Editor
The UV texture coordinates for the cracker box model appear in the 2D view of the UV Editor as a flattened, two-dimensional representation. The UVs appear highlighted with lines connecting the UVs to indicate the region of the texture the UVs represent.
The image you specified as the texture map for the box also appears in the 2D view of the UV Editor in the upper right quadrant of the 2D cartesian graph called the UV image range or UV Texture Space. The coordinates for this quadrant range from 0,0 to 1,1 and represent the texture space for the surface. How the UVs appear in this quadrant in relation to the displayed image has a direct bearing on how the texture gets mapped onto the surface.
If the texture map for the cracker box doesn’t appear in the 2D view, select Image > Update PSD Networks in the UV Editor to refresh the 2D view of the UV Editor. Update PSD Network is normally used to refresh a PSD texture in Maya after you have modified the PSD texture in Adobe® Photoshop®.
In this example, the UVs for the cracker box appear like a box where all six sides have been cut open and then unfolded flat.
The texture map does not appear correctly on the cracker box for a number of reasons:
There are a number of things you can do to correct these issues depending on the situation. For this lesson, you will correct the UV and texture map misalignment by doing the following: