![]() The aspect ratio is the ratio of Size X to Size Y. If you are not sure, use the default size you can scale the exported image later in your paint program. Use the same dimensions you want for the file texture you are about to create. Sets the dimensions of the exported image. Maya automatically assigns the file extension based on the image format you select. You can save the file anywhere inside or outside of your project. An option window appears with the following controls: 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 ®. Saves an image file of the current UV layout. You will need to re-map or re-project the UVs in order to map textures onto the affected areas. This item is also found on the UV Editor toolbar for quick access. Move and Sew UV EdgesĪttaches UVs along the selected borders, and moves them together in the editor view. Sew UV EdgesĪttaches UVs along the selected borders, but does not move them together in the texture editor view. Create UV ShellĬonverts the currently selected components (vertices, UVs, edges, or faces) to a line of edges around the perimeter of your selection, and then makes a cut along the perimeter, creating a new UV shell. Shortcut for the texture editor’s UV > Split UVs. Separates UVs from each other along the edges connected to the selected UV points, creating borders. Separates UVs along the selected edges, creating borders. Auto SeamsĪllows Maya to automatically select or cut edges on the selected object/UV shells to form appropriate seams. ![]() LayoutĪttempts to rearrange the UV shells into a cleaner layout, based on the settings in the Layout UVs option box. ![]() Lets you unwrap the UV mesh for a polygonal object, and attempts to prevent you from creating overlapping UVs. Spreads out all UVs to make them easier to work with. Untangles the border of a UV texture shell, such as an edge that loops around itself. Moves UV borders to the edges of 0 to +1 texture space. Modifies a texture image by comparing two UV sets on a single polygonal mesh and produces a new bitmap image. AlignĪligns the positions of the selected UVs. Moves every selected UV to its nearest grid intersection in texture space. Best Plane Texturing ToolĪssigns UVs to the faces you select based on a plane computed from vertices you specify. Rotates the U and V values of the selected polygon. The UVs contained in the selection area are laid out evently starting at the top left corner and ending at the bottom right corner. The selected verties define the top left (0,1) and bottom right (1,0) corners of a rectangular patch of geometry. Layout rectangleĬreates an evenly distributed UV rectangle from a selection of two vertices. Rotates the positions of the selected UVs by a specified number of degrees. Flipįlips the positions of the selected UVs. Places the UVs of the selected faces on the boundary of the 0 to 1 texture space. Scales the UVs of the selected faces to within the 0 to 1 texture space. Delete Current UV Setĭeletes the currently selected UV set. ![]() Lets you rename the currently selected UV set. Use the items in this submenu to create a UV set based on an existing UV layout or transfer a UV layout from one set to another. ![]() You can then create the UVs in the set using one of the mapping/projection methods. Create Empty UV SetĬreates a new, empty UV set on the current object. Pastes UVs that were previously copied to the selected face. For information, see Copy Attributes Options. Copies the selected UVs for a selected face to the clipboard so they can be copied (pasted) to another face. ![]()
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