In last night’s Maya session we started texturing. We began this with a simple exercise of making a box of ‘Duckies’, a product made up by Jason to illustrate how to use automatic mapping and planar mapping. We were told that the easiest way to handle this is to have two panels side by side and then turning one of the panels into a ‘UV Texture Editor’ from the Panel menu.
From the ‘Polygon’ drop down menu: Create UV ➝ Automatic Mapping ➝ Options and then select the number of planes you wish to project, 6 being the default, we chose 3.
From this you then put the object into ‘edge’ mode and select one of the edges on the object and in the UV texture editor you can see the different edges that you have clicked on. Now they need to be joined. Select edge ➝ Sew edges together (tool in the UV Editor window), from here work around the face that you have started on and leave the back separate.
To select all of the UV point on the shape click one ➝ CTRL & right click ➝ To Shell
Then scale the parts of the template to match what is in the UV window and move so that it has all been accurately projected onto the model.
To texture manually:
Select a face ➝ Create UVs ➝ Planar Mapping ➝ Options
Here you need to make sure that they are being projected along the right axis or they will come up as red because they’re wrong, like some of the ones below
You also need to make sure that this time, all of the projections are scaled to the same size before they are joined together or else it all messes up and gets frustrating. There are also tools in the UV Editor window that allow you to flip the projections horizontally and vertically, which I found quite useful instead of deleting the wrong projections and starting again.
The finished product:
After this we then went back to Jetfire and started to make pictures from that to use in Photoshop and make the textures to finish off modelling him. To take a photo for Photoshop: Polygon ➝ UV Snapshot (in the UV Texture Editor window) ➝ 1024 x 1024 ➝ Keep aspect ratio ➝ save as .TIFF
















