For more information on using the features in this menu see Display a texture behind the UVs.
Shows or hides the texture image. This item can also be found in the UV Editor toolbar for quick access. See UV Editor overview.
Reduces the brightness of the currently displayed background image or checker pattern. Dimming the background image lets you more easily view and select components in the UV Editor’s view. Selecting the item toggles it on or off depending on its current state. Select the option box to adjust the amount of dimming.
Turns off pixel blurring to show exact pixel boundaries. This item can also be found in the UV Editor toolbar for quick access. See UV Editor overview.
Switch between displaying the texture image and its alpha (transparency) channel (RGBA and Alpha respectively), or use RGB to omit transparency completely. These items can also be found in the UV Editor toolbar for quick access. See UV Editor overview for a table of tool buttons and their uses.
Use these settings to change how much of the texture appears in the editor.
You can explicitly set the size of the image by setting these options, or you can select one of the presets.
The texture space is defined by the Minimum and Maximum U and V values.
The texture fills the extent of the grid (defined in the Grid Options window).
The texture fills the 0 to 1 (or unit) texture space.
Switches between showing square texture space and texture space with the same ratio of width to height as the image. This item can also be found in the UV Editor toolbar for quick access. See UV Editor overview.
Determines whether or not to automatically snap UVs to pixels. Snapping is to pixel corners or centers. This item can also be found in the UV Editor toolbar for quick access. See UV Editor overview for a table of tool buttons and their uses..
When on, the selected UVs snap to the corners of other UVs.
When on, the selected UVs snap to the centers of other UVs.
Bakes the texture and stores it in memory. See also UV Editor overview.
The resolution used when baking the texture.
Creates an Adobe® Photoshop® texture you can use as a texture map. When this feature is used, a PSD layer of the UVs can be explicitly created to aid painting of the texture. For more information, see Use PSD Networks as textures in Maya and Create a PSD file with layer sets from within Maya.
When you modify a PSD file in Adobe® Photoshop® that is connected to a Maya PSD node, you can update (refresh) the image in Maya to show the modifications immediately. All PSD networks in the scene are updated. See Update PSD Networks.
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:
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.
Use an image format that your paint program can read. If you require an alpha channel while painting, use TIFF or a similar format.
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.
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.
Controls whether lines in the output image have anti-aliasing.
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.