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Using the UVW Editor

From: Maya 2011 Essential Training

Video: Using the UVW Editor

Now, when you texture polygons, there will be places where you will need to go in very discreetly and map an image to a polygon on almost a pixel-by-pixel level. And you can do that by using UV Mapping and the UV Map Editor. So let's take a quick look at how to do this. I am going to go ahead into a polygon. I am going to create a polygonal cube. I want to make it a very specific size. Let's go ahead and just make it 10x10x10. So I am going to highlight all those and type in the number 10, shade it, and let's go ahead and apply a material.

Using the UVW Editor

Now, when you texture polygons, there will be places where you will need to go in very discreetly and map an image to a polygon on almost a pixel-by-pixel level. And you can do that by using UV Mapping and the UV Map Editor. So let's take a quick look at how to do this. I am going to go ahead into a polygon. I am going to create a polygonal cube. I want to make it a very specific size. Let's go ahead and just make it 10x10x10. So I am going to highlight all those and type in the number 10, shade it, and let's go ahead and apply a material.

It doesn't really matter what type of material. In this case I am doing a Phong. And then put a file in there. In this case, for the file, we are going to use something called the UVW_Map.jpg. As you can see, it's a very precise map. What the intention is is to apply each one of these to the face of the cube. So I have six faces on the cube. I have six numbers, and so I want to make sure I map each one. So when I open that and shade this by using hardware texturing, you can see that well, the mapping is not quite there, but it's close.

And if I wanted to, I could go through and do a planar mapping on each one, but then I'm only planar mapping the entire one. I really need to get down on the pixel-by-pixel level in this image. I can do that using the UV Texture Editor. So when I open this up, well, first of all, it comes up blank, but then all I need to do is select my cube. This floating window is actually a viewport as well. So I can just hold down my Alt or Option key and navigate this like a viewport.

So as you can see, I'm actually pretty close in the way that this is mapped, but I need to be a little bit more precise. So if I go in here, what I can do is I can actually select components on this model and edit them here. So if I were to right-click over this, normally I would edit this by using Vertices, Edges, or Faces, but that changes the shape. It does not change the texture mapping. UV does allow you to change the texture mapping.

So if select UV and then just click on one of these vertices, you'll notice how it comes up here, and I can actually manipulate that and move it in the 3D space. Now, notice here how it's actually selecting two of these, because what I've got here is I've actually got that number 5 corner and actually this vertex and this vertex share three faces: one, two, three; one, two, three.

So that's why I am getting two of these. So I want to make sure that these all fit in properly and then I can select another one. Let's say I select this one here. That's the border between 2 and 3. It's actually the border between 2, 3, and 6. Then I can also select, for example, we can go down here. We can select this one here, which is the border between 4, 3, and 6. Again, you can see how I can very precisely place this texture.

So all I have to do is just work through this a point at a time and match up every vertex to my cube. Now, this UV Texture Editor is a lot more complex than this. You can actually do all sorts of great things. Now, I am not going to get too deep into it, but you have a number of tools here that allow you to, for example, to use Lattices. So, for example, if I selected a bunch of these, I can actually have a Lattice deform all sorts of these.

You can actually move a whole shell. You can smooth the UVs between stuff. You can also use what's called a Smudge tool, or also be able to Select Shortest Edges. There are all sorts of tools that allow you to select and move these UV coordinates around on a particular model. So let's take a look at something that's a little bit more complex. So we are going to go ahead and open the scene. We are going to open one called Dog_12, which is basically the dog that we had before. So if you recall, I mapped this bitmap on the dog, to his head, just by using a planar, but if I wanted to actually go in and tweak it, I can still use that UV Texture Editor.

They're not exclusive. So you can actually apply your rough coordinates over here using Create UVs and then you can edit them here using the UV Texture Editor. So as you can see, I've got both sides of this dog's polygons mapped against this texture. So if I were to right-click here and do UV, I could actually go in and readjust exactly and fine-tune exactly how that texture maps to that surface.

So you get a lot of control with the UV Texture Editor. So go ahead and play with it, get used to it, and I'm sure it will help you in fine-tuning and tweaking your text replacement.

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This video is part of

Image for Maya 2011 Essential Training
Maya 2011 Essential Training

115 video lessons · 26411 viewers

George Maestri
Author

 
Expand all | Collapse all
  1. 3m 50s
    1. Welcome
      1m 34s
    2. Using the exercise files
      26s
    3. A note on screen resolution
      1m 50s
  2. 1h 0m
    1. Overview of the Maya interface
      7m 42s
    2. Working with files and Maya projects
      2m 27s
    3. Navigating viewports
      5m 56s
    4. Reviewing the Viewport menus
      6m 28s
    5. Configuring safe frames and grids
      3m 21s
    6. Selecting objects
      4m 33s
    7. Using the Move tool
      3m 48s
    8. Rotating and scaling
      4m 31s
    9. Manipulating pivots
      3m 59s
    10. Understanding the Channel Box
      5m 36s
    11. Working with the Attribute Editor
      2m 28s
    12. Using the Hotbox
      2m 59s
    13. Working with marking menus
      3m 6s
    14. Customizing the interface
      3m 36s
  3. 59m 25s
    1. Creating polygonal objects
      6m 28s
    2. Working with polygonal components
      4m 42s
    3. Selecting polygonal components
      5m 44s
    4. Working with Soft Select
      7m 3s
    5. Using the Extrude tool
      6m 47s
    6. Keeping faces together
      2m 42s
    7. Extruding along curves
      3m 27s
    8. Using the Polygon Bevel tool
      4m 14s
    9. Smooth and subdivision surfaces
      7m 6s
    10. Blocking out a character body
      11m 12s
  4. 36m 6s
    1. Working with edge loops
      3m 27s
    2. Inserting and offsetting edge loops
      3m 38s
    3. Symmetrical modeling techniques
      5m 53s
    4. Combining objects
      3m 50s
    5. Using the Polygon Bridge tool
      2m 7s
    6. Connecting components and splitting polygons
      2m 48s
    7. Poking and wedging faces
      2m 49s
    8. Working with polygon booleans
      3m 17s
    9. Modeling with nonlinear deformers
      4m 54s
    10. Modeling with lattices
      3m 23s
  5. 1h 18m
    1. Introducing NURBS modeling
      5m 3s
    2. NURBS primitives
      5m 54s
    3. Using the NURBS curve tools
      5m 7s
    4. Creating Bézier curves
      1m 59s
    5. Creating text
      3m 51s
    6. Manipulating NURBS curves
      4m 13s
    7. Refining NURBS curves
      4m 16s
    8. Offsetting NURBS curves
      2m 31s
    9. Editing NURBS surfaces
      7m 3s
    10. Refining NURBS surfaces
      7m 22s
    11. Using NURBS Revolve
      7m 31s
    12. Using NURBS Loft
      4m 11s
    13. Using NURBS Extrude
      6m 0s
    14. Using NURBS Planar
      4m 47s
    15. Stitching NURBS surfaces
      8m 52s
  6. 35m 53s
    1. Extracting NURBS curves from surfaces
      5m 57s
    2. Creating curves on a surface
      3m 53s
    3. Projecting curves on surfaces
      7m 2s
    4. Trimming NURBS surfaces
      3m 42s
    5. Using the NURBS Fillet tool
      5m 31s
    6. Sculpting NURBS and polygonal surfaces
      5m 52s
    7. Converting NURBS to polygons
      3m 56s
  7. 33m 22s
    1. Working with the Outliner
      4m 58s
    2. Grouping objects
      4m 2s
    3. Creating hierarchies
      4m 17s
    4. Duplicating objects
      4m 51s
    5. Understanding the Hypergraph
      3m 32s
    6. Working with Hypergraph connections
      2m 31s
    7. Hiding and showing objects
      2m 12s
    8. Creating layers
      4m 2s
    9. Working with selection masks
      2m 57s
  8. 40m 18s
    1. Overview of renderers
      3m 24s
    2. Understand the basics of materials
      6m 15s
    3. Creating and applying maps
      5m 13s
    4. Using bitmaps as texture
      2m 59s
    5. Working with the Hypershade window
      5m 12s
    6. Working with mental ray materials
      6m 57s
    7. Using displacement and bump mapping
      3m 14s
    8. Using the Ramp Shader
      2m 36s
    9. Using the 3D Paint tool
      4m 28s
  9. 30m 14s
    1. Texture-mapping NURBS surfaces
      5m 46s
    2. Projecting textures onto surfaces
      4m 0s
    3. Texture-mapping polygonal surfaces
      7m 0s
    4. Applying UV mapping
      8m 11s
    5. Using the UVW Editor
      5m 17s
  10. 41m 16s
    1. Creating joints
      10m 2s
    2. Deforming a mesh using the Skin tool
      5m 2s
    3. Creating IK handles
      6m 48s
    4. Creating blend shapes
      5m 39s
    5. Rigging nonlinear deformers
      2m 36s
    6. Finalizing the character
      4m 45s
    7. Rigging the character to the scooter
      6m 24s
  11. 1h 5m
    1. Working with the Timeline
      4m 16s
    2. Creating and adjusting keys (keyframes)
      5m 4s
    3. Editing keys
      3m 13s
    4. Modifying keys in the Graph Editor
      5m 47s
    5. Modifying keys in the Dope Sheet
      2m 51s
    6. Creating breakdown keys
      2m 28s
    7. Animating objects along paths
      5m 54s
    8. Animation playback using Playblast
      3m 10s
    9. Animating with constraints
      6m 16s
    10. Creating animation cycles
      8m 25s
    11. Using set-driven keys
      6m 13s
    12. Adding sound to animations
      2m 24s
    13. Finishing the animation
      9m 45s
  12. 1h 2m
    1. Lights and lighting types in Maya
      7m 29s
    2. Adding depth-map shadows
      4m 13s
    3. Using Raytrace shadows
      3m 28s
    4. Understanding the basics of cameras
      7m 14s
    5. Adding depth of field
      6m 31s
    6. Adding Bokeh using mental ray
      4m 33s
    7. Using motion blur in Maya Software Renderer
      4m 10s
    8. Using motion blur in mental ray
      3m 5s
    9. Raytracing reflections and refractions
      4m 41s
    10. Interactive rendering with IPR
      3m 33s
    11. Lighting a scene
      8m 29s
    12. Batch rendering
      4m 53s
  13. 25s
    1. Goodbye
      25s

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