I figured this out myself but I want to explain for anyone
else who doesn’t understand so they won’t have to go through what I did. Seems
there isn’t enough content on this subject online or in the Maya help files.
The Texturing process in Maya is NOT user friendly and I had to dig through
tons of articles, tutorials and help files till finally I pieced it together.
This probably isn’t the best method but it will get you the end results and at
least point you in the right direction.
Texture mapping in Maya is done through UV sets. When you’re
creating your model, moving polygons, extruding and getting the shape the way
you want, Maya is automatically creating a UV set for you. Thing is, it’s
useless! For your texture to map correctly you’ll have to re-create the UV set
yourself.
Choose Polygon in the drop down for your shelf.
Right click your model and choose faces.
Select all and highlight the whole thing. -->edit >
select all
Open up the UV Texture Editor. --> Edit Uvs > UV
Texture Editor
You’ll see a bunch of orange geometry. Right click it and
choose UV.
Make sure all the geometry is selected. It should be since
you selected your entire model earlier. If not you can drag your mouse over it
while holding down the left mouse button. Your mouse scroll wheel can be used
to zoom out. Make sure you select ALL of it.
Choose Polygons and then delete UVs from the UV Texture
Editor File menu. --> Polygons > Delete UVs
Now you’ll have to create your own UV’s to map with. To do
this you’ll need to figure out what kind of mapping you’ll need to do. Your
options are Planar, Cylindrical, Spherical or automatic. Since I was mapping
the outside of a building with a brick texture I used Planar.
I highlighted all of the faces on the front of my building
where I wanted the brick texture and then went to the Create Uvs menu and chose
the box on the right of Planar Mapping. A window will open up with some
options. I chose Best plane, Z Axis (because that’s where the front of my
building coordinated to), Keep image w/h, insert projection before deformers.
< -- DO NOT CHECK “CREATE A NEW UV SET”!
Click Project. Now you have all the mappings for the faces
you selected on your model.
I had already set up a Lambert object that referenced my
brick texture file so all I had to do was open the Hypershade window, right
click the shader and choose “apply to selection”. Make sure you press 6 on your
keyboard when in the viewport to see your textures on your model.
In the UV Texture Editor window you can move the mappings
around and scale them till you get the desired look. Once you’re done with
that, select all the UVs and move them to the side in the UVs Texture Editor
window.
Repeat the process for the other texture mappings.
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