Maya provides a number of features that let you easily create and edit UV texture coordinates for texture mapping your polygon and subdivision surfaces. The UV Editor (UV > UV Editor) is the primary tool for arranging and laying out UVs for optimal textures.
Knowing how to arrange UV texture coordinates is an important skill to master that depends on whether you are generating a new texture using the UVs as a guide, or if you are adapting the UVs to optimally fit an existing image. The best arrangement depends on the types of textures you will apply and also upon whether you are creating rendered images or models for interactive games.
There are many ways that you can map a 3D object, all of which balance optimization versus minimizing stretching/pinching differently. Here are three of the most common strategies along with their uses.
One extreme is a heavily optimized UV map, which is used exclusively for real-time graphics. The end-goal is to have as much coverage on a map that is as small as possible. Heavily optimized UV maps are most common when working with mobile/low-poly graphics, where you have heavy limitations on your assets, but also for current gen graphics since loading texture maps into the graphics memory is heavy work. The Texel density will vary a lot and stretching and pinching will be created on purpose where it's needed. Every shell that can be mirrored (along a plane or radially) is often stacked on top of each other. Furthermore, shells are oriented straight along U/V, and those with odd shapes are cut up into smaller parts. Do not be afraid of straightening border shells so that you can pack shells tighter together so that they fit within the 0 to +1 UV space. Additionally for mobile graphics, consider pushing the UVs of a shell into a line segment if you only need information in one direction (like a gradient) or even a point (if you only need a color).
See the Optimization section below for more details.
On the other end of the spectrum is technical UV mapping. This approach is most common when the model is going to be used for pre-rendered graphics, technical demonstrations, or for promo material. Pixel aspect ratio is very important, while texture space and optimization is not. It is important that all your shells have the same Texel Density and that you eradicate stretching and pinching as best you can. It is also common practice to use multiple large UV maps for different parts of the mesh (known as multi-tile UV mapping). However, not all pre-rendered art will require a UV map, as it is common to use procedural 3d textures for different materials as well. Always check with your art director/art lead to make sure that the UV map is actually necessary.
Located somewhere in-between the previous two extremes. This is the most common method when working with more high-detail organic models (e.g. a character or a tree). The focus is on reducing the number of seams and to preserve the Texel Density across the shells. Heavy optimizations are difficult due to all the oddly-shaped UV shells, but try not to neglect optimizing altogether.
The UV Editor displays a grid marking the texture space for UVs. The working area of the grid begins at 0 and extends to 1. By default, the UV mapping operations in Maya automatically fit UVs within the 0 to 1 coordinates. While it is possible to move or scale the UVs so they reside outside of this 0 to 1 region, you should keep the UVs for a surface positioned within these 0 to 1 coordinates, in the majority of situations.
When the UVs extend beyond the 0 to 1 range, the texture will appear to repeat or wrap around the corresponding vertices when viewed in the 3D scene or rendered image. The exception to this guideline is when you actually want the texture to repeat on the surface, such as a brick texture along the model of a wall.
If any of the UV shells overlap in the UV Editor, the texture will repeat on the corresponding vertices. Depending on the mapping strategy (above) you want to use, you will either want to take advantage of / avoid this. Shells can be easily stacked using the UV Toolkit's Stack Shells command, or separated using its Layout command.
You can use snapping in the UV Editor to lock your transformations to existing objects in the scene. This functionality is similar to the snapping functionality in the scene view.
You can use the Preserve Component Spacing option in the Move Tool settings when transforming multiple UVs to maintain their relative spacing.
To snap to... | Hold | Icon |
---|---|---|
Grid intersections | x |
(In the Status Line) |
Other UVs (points) | v | (In the Status Line) |
Pixels |
(In the UV Editor toolbar) |