Polygonal Modeling
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UV Texture Editor |
Lets you visually map the UVs of the selected polygon mesh or subdivision surface onto a texture.
Use the standard camera move keys (
+
and
+
) to move around the texture view.
Most of the items on the texture editor toolbar are shortcuts for actions in the menus. Right-click a button to show its options.
| Flip UVs U, Flip UVs V Flips the positions of the selected UVs. Shortcuts for Edit Polygons >Texture >Flip UVs. |
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| Rotate UVs clockwise, Rotate UVs counterclockwise Rotates the positions of the selected UVs by 45 degrees. Shortcuts for Edit Polygons >Texture >Rotate UVs. |
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| Cut UVs along selection Separates UVs along the selected edges, creating borders. Shortcut for Edit Polygons >Texture >Cut UVs. |
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| Sew UVs Attaches UVs along the selected borders, but does not move them together in the texture editor view. Shortcut for Edit Polygons >Texture >Sew UVs. |
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| Move and Sew UVs Attaches UVs along the selected borders, and moves them together in the texture editor view. Shortcut for Edit Polygons >Texture >Move and Sew UVs. |
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| Split selected UV Separates UVs from each other along the edges connected to the selected UV points, creating borders. Shortcut for the texture editor's Polygons > Split UVs. |
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| Layout UVs Tries to move the UVs into a cleaner layout, based on the settings in the Layout UVs option box. Shortcut for Edit Polygons >Texture >Layout UVs. |
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| Cycle U and V Rotates the U and V values of the selected polygon. |
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| Align Min U, Align Max U, Align Min V, Align Max V Aligns the positions of the selected UVs. Shortcuts for Edit Polygons > Texture > Align UVs. |
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| Move UVs to grid Moves every selected UV to its nearest grid intersection in texture space. Shortcut for Edit Polygons >Texture >Grid UVs. To change the grid, right-click the Toggle Grid button on the toolbar. |
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| Relax UVs Spreads out all UVs to make them easier to work with. Shortcut for Edit Polygons >Texture >Relax UVs. |
These buttons let you work on a subset of UV faces while hiding the rest.
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Show only a subset of all UVs |
| Texture image Shows or hides the texture image. Shortcut for Image > Display Image. |
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| Image ratio Switches between showing square texture space and texture space with the same ratio of width to height as the image. Shortcut for Image > Use Image Ratio. |
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| Bake editor texture Bakes the texture and stores it in memory. See Dim Image. Shortcut for Image > UV Texture Editor Baking. |
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| Force editor texture rebake Rebakes the texture. If you turn on Bake Editor Texture or Image > UV Texture Editor Baking, you must rebake the texture (using Force Editor Texture Rebake) after making changes to the texture (File node and place2dTexture node attributes) in order to see the effect of those changes. |
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| Toggle grid Shows or hides the grid. Shortcut for View > Grid. |
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| Toggle filtered pixels Switches the background image between hardware texture filtering and sharply defined pixels. Shortcut for Images > Unfiltered Image. |
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| Toggle snap to pixel Chooses whether to automatically snap UVs to pixel boundaries. Shortcut for Image > Pixel Snap. |
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| Toggle thick texture borders Chooses whether Maya draws UV borders with a thick line. |
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| Show image RGB/Show image Alpha These two buttons switch between showing the RGB (color) channels of the image and the Alpha (transparency) channel. Shortcuts for Image > Display RGB Channels and Image > Display Alpha Channels. |
The Polygons menu largely duplicates the contents of the Edit Polygons > Texture submenu.
Saves an image of the current UV layout that you can paint on in a painting program or image editor such as Adobe Photoshop.
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Save a snapshot of the UV layout to paint on |
File Name
You can save the file anywhere in or out 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.
The Subdivs menu duplicates the items in the Polygons menu that apply to Subdivision surfaces.
Lets you show only a subset of all UVs, with the ability to add to and subtract from the isolated subset.
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Show only a subset of all UVs |
Shows or hides the texture coordinate grid. Choose View > Grid >
to set the grid options.
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Set up the texture editor grid and snapping |
Length and Width
Controls the overall size of the grid, measured in UV coordinates. The Length and Width is set to 1 (one) by default, because you typically want UVs to fit within the 0 to 1 range and this setting clearly shows the 0 to 1 range.
Grid Lines Every
Sets the spacing between grid lines. Grid lines appear in increments based on the decimal value you specify. This setting affects where UVs snap if you use the Snap to Grid feature.
Subdivisions
Sets the number of lines between each grid line. By default, subdivision lines do not show; you must turn on Subdivision Lines for them to appear.
Display Axes, Grid Lines, Subdivision Lines, Labels
Displays or hides items within the grid.
Shows or hides the texture editor toolbar. See the toolbar section below.
Pans and zooms the texture editor view to show the entire UV set.
Pans and zooms the texture editor to show the selected UVs.
The items in this menu are also available on a marking menu. In the texture editor, press
+
.
Select Contained Faces
Selects the faces contained by the current selection of UVs, edges, or vertices.
Select connected faces
Selects all faces that share the currently selected UVs, edges, or vertices.
Select Shell
Selects the entire UV piece containing the current selection.
Select Shell Border
Selects the UVs along the border of the UV piece containing the current selection.
Convert Selection to Faces, Edges, Vertices, UVs
Selects the equivalent connected component type based on the current selection. For example, if you have faces selected and choose Convert to UVs, Maya will select all UVs connected to the selected faces.
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Show the texture image in the UV texture editor |
Use the settings to change how much of the texture appears in the texture editor.
Minimum U/V and Maximum U/V
You can explicitly set the size of the image by setting these options, or you can select one of the presets.
Presets
Select one of the preset image ranges and click Apply.
None
The texture space is defined by the Minimum and Maximum U and V values.
Grid Size
The texture fills the extent of the grid (defined in the Grid Options window.) In the following example, the Extent value was set to 2 in the Grid Options window.
Unit Size
The texture fills the 0 to 1 (or unit) texture space.
Display Image
Shows or hides the texture image.
Dim Image
Reduces the brightness of the currently displayed background image. Dimming the background image lets you more easily view and select components in the UV Texture Editor's view. Selecting the item toggles it on or off depending on its current state.
Bakes the texture and stores it in memory.
Bakes the texture and stores it in memory. See also Force editor texture rebake.
Baked Texture Resolution
The resolution used when baking the texture.
Turns of pixel blurring to show exact pixel boundaries.
Switch between displaying the texture image and its alpha (transparency) channel.
Switches between showing square texture space and texture space with the same ratio of width to height as the image.
Whether to automatically snap UVs to pixels. Snapping is to pixel corners or centers (see Placement).
Choose which texture to show in the texture editor.
Choose the UV set to edit in the texture editor.
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UV sets |