Character UV Mapping
IT0077 – IT Specialization 5 - 3D Design 2
In UV mapping, it is always essential to create a new UV for
a sculpted or edited meshes for editing further UVs in the
editor. It would be hard for a user if they proceed to the next
step without creating a whole new set of UV.
While selecting an object, use the Camera-projection to
create a closed UV.
UV > Camera-Based Projection.
The UVs in the editor will project them based on what
orientation your model is seen through the viewport.
While selecting a mesh in the Viewport, or UVs in the UV
Editor, you have to press Right click to open the Radial
Component Menu.
You can choose from different components
that are already present in the Viewport
Radial Menu
UVs - a two-dimensional texture coordinates that reside with
the vertex component information for polygonal and
subdivision surface meshes. UVs exist to define a two-
dimensional texture coordinate system, called UV texture
space.
Shell - are UV islands. When you unwrap a model, you
usually 'break it up' in smaller pieces. These are 'chunks’ or
‘islands’ of the 3Dmodel, that is broken up into smaller pieces
just for texturing.
BASIC TOOLS
To separate a UV shell Select the UVs > Cut
along the selected UV Edges
edges. | Markup Menu
Attach UV shells along Select UV > Sew UV
the selected edges. Edges
UV Borders – toggles to view the texture borders to see
the shell’s dissection.
Flip & Rotate UVs – while selecting faces, you can
detach UVs by Flipping.
Smooth UV Tool – A combination of Unfold and Relax
Tool. Best use for intersecting UVs.
Unfold UV – You can unfold your UVs if you already cut
some of your UV edges/loops. Maya will flatten out your
shells in the UV editor for better UV Editing
Optimize UV – Maya will calculate the best positions for the
UV’s.
Character UV
Mapping
1. Select your Object, execute the Camera Projection.
2. Open the UV Editor
3. Toggle the ‘Shared UV Display’ ->
4. Go to Edge mode for us to proceed
with Cut UV Edges.
5. Select Edge Loops (Limbs) in the
Viewport to create a dissection for
our UVs.
6. Use the Cut UV Edges to cut the
limbs.
7. Layout your UVs
8. We have islands of limbs, and now we need to flatten
them. Select the Edges behind of a limb (preferably when
it comes to rendering they wouldn’t be visible).
9. Continue to flatten your UVs.
10.When finished, layout your UVs with manageable area to
paint on.
Cut, Unfold, and Layout your UVs inside the Quadrant 1 or
Positive Quadrant
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