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UV Grids and texturing and whats what?

I haven't got there yet but I was wondering how the UV grid works in relation to texturing. I understand that the UVs flatten an objects faces down so they can be exported and textured but does the entire scene have to fit into the one grid seen in the UV Editor or does maya figure out the correct UVs for each model when a texture is put into the Hypershade? Theres no chance everything in my scene will fit into one grid nicely thats for sure!

Comments

  1. You don't put everything on one grid if it's a huge scene. There's different options for different things.

    You can have a seperate UV map for different materials, or you can have them by diffeernt objects. (Example; a bath model , including taps etc can be all on one UV Layout) .
    You have to select all the objects you want in one layout and it will show all of their UVs and hten you can move them and organize them how you want.

    If you want to use a tileable texture, you can just apply the texture to a shader, and apply that shader directly to a model and just setup the UVs to fit.

    Just try things out, get stuck in, experiment, it will all begin to make sense then.

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  2. Thanks Jon, thats cool I just wasn't sure :)

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  3. No problem, if you need further help ;

    Jonstewartcg@gmail.com
    or catch me on skype (if you have it) ; jonny.stewart

    Can give further advice whilst you're UV'ing.

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  4. sounds good, everything is UV'ed so far just working on the minor details and fiddling with the lights. If i come across any problems I'll shout :)

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