Displays the UV Editor.
See UV Editor overview, UV Editor menu bar, and UV Editor marking menus.
Displays the UV Set Editor. See UV Set Editor.
Assigns a shader with a checkerboard texture to the selected mesh as you project UV texture coordinates. This aids in determining the alignment of the UVs by providing a known visual reference. The default setting is off.
Projects UV texture coordinates onto the selected object from multiple angles simultaneously. An Automatic Mapping Projection manipulator is displayed around the selected object to facilitate more accurate UV projection.
Select UV > Automatic > to set the Automatic Mapping options.
Assigns UVs to the faces you select based on a plane computed from vertices you specify.
Creates UV texture coordinates for the selected object based on the current camera view as a planar projection. That is, the camera view becomes the plane of projection.
Select UV > Camera-Based > to set the Camera-Based Mapping options.
Project a texture image onto a selection of an object's polygons. Rather than projecting according to a specific form, a contour stretch mapping analyzes a four-cornered selection to determine how best to stretch the polygons' UV coordinates over the image.
Select UV > Contour Stretch > to set the Contour Stretch Mapping options.
Places UVs based on the normals of associated vertices.
Maps UV texture coordinates onto the selected objects by projecting them inward from an imaginary cylinder.
Select UV > Cylindrical > to set the Cylindrical Mapping options.
Maps UV texture coordinates onto the selected surface mesh by projecting them along one direction from an imaginary plane.
Select UV > Planar > to set the Planar Mapping options.
Maps UVs onto the selected objects by projecting them inward from an imaginary sphere.
Select UV > Spherical > to set the Spherical Mapping options.
Allows Maya to automatically select or cut edges on the selected object/UV shells to form appropriate seams. For more information, see Auto Seams options.
Splits UVs along the selected edges creating new texture borders as a result. This feature is also available from the toolbar of the UV Editor. You can also click on the UV Editor toolbar to use this tool. See Cut UV Tool.
Attaches UVs along the selected borders, but does not move them together in the UV Editor view. You can also click on the UV Editor toolbar to use this tool. See Sew UV Tool.
Separates UVs from each other along the edges connected to the selected UV points, creating borders.
Removes the UVs from the selected face(s) on a mesh. If you want to map textures onto the areas of the surface mesh where the UVs have been deleted, you will need to re-map or re-project the UVs using the UV projection mapping features.
Use Merge UVs to merge together separate UV shells. Merge UVs has a similar effect to Sew UVs. However, Merge UVs is better suited to merging shells when the polygon has non-manifold geometry. For example, when you have three UV shells that all share an edge because the geometry is nonmanifold, Merge UVs can combine two of the UV shells without affecting the other. If you used Sew UVs in this example, all shells would be combined because they all share an edge.
For more information, see Merge UVs options.
Use this tool to cut and sew UV edges in your scene.
Drag over edges to cut them in the associated UV Shell, or Shift + drag to cut additional edges along the same edge loop.
Select UV > 3D Cut and Sew UV Tool > to set the 3D Cut and Sew UV Tool options.
Use this tool to manipulate UVs directly on a model in your scene.
Select UV > 3D Grab UV Tool > to set the 3D Grab UV Tool options.