Planar Mapping – Texturing Basics in Maya

Planar Mapping – Texturing Basics in Maya


Create – Polygon Cube in Maya

Open Adobe Photoshop

Hold Control-Shift then Window – Rendering Editors – Hypershade (to put on your shelf)

Lambert Shader (flat -not shiny) or Blinn (Shiny and reflective) Shader

Click on Lambert (never use Lambert1 – Always use Lambert2 and above)

Double-click on Lambert2 to open the Attribute Editor

Change color

Click on the object then right click and Apply Material to Selection

MAKE THINGS LOOK REALISTIC

Use photograph texture files.

Polygon Menu Set – Edit UVs – UV Texture Editor

The white outlines are called UVs (coordinate system of where you’re going to add the image).

Each square represents a face on the cube.

Edit UVs – Delete UVs

Only put things in the upper right square of the UV Editor.

Delete unneeded face.

FACE 1 – Front

Right click on the object and select FACE.

Left click on a face.

Create UVs – Planar Mapping (looks like a plane) Option Box

Edit – Reset

Check Keep image width height ratio to ON

RGB – Red Green Blue = XYZ in that order.

Project (apply) from the Z axis

Click APPLY

Click off of the bounding area.

Right click and go to object mode.

Select your object.

Right click and select UVs in order to move the UV. (Coordinates)

Move the whole SHELL – Hold Control – Right Click and hold – To SHELL

Move the shell to the side area.

FACE 2 – Top

Select a new face – right click – select face

Create UVs – Planar Mapping (looks like a plane) Option Box

Edit – Reset

Check Keep image width height ratio to ON

RGB – Red Green Blue = XYZ in that order.

Project (apply) from the Y axis

Select Project

Right click and select UVs in order to move the UV. (Coordinates)

Move the whole SHELL – Hold Control – Right Click and hold – To SHELL

Move the shell to the side area.

Right click – Object Mode

FACE 3 – Back

Select a new face – right click – select face

Create UVs – Planar Mapping (looks like a plane) Option Box

Edit – Reset

Check Keep image width height ratio to ON

RGB – Red Green Blue = XYZ in that order.

Project (apply) from the Z axis

Select Project

Right click and select UVs in order to move the UV. (Coordinates)

Move the whole SHELL – Hold Control – Right Click and hold – To SHELL

Move the shell to the side area.

Right click – Object Mode

 FACE 4 – Side A

Select a new face – right click – select face

Create UVs – Planar Mapping (looks like a plane) Option Box

Edit – Reset

Check Keep image width height ratio to ON

RGB – Red Green Blue = XYZ in that order.

Project (apply) from the X axis

Select Project

Right click and select UVs in order to move the UV. (Coordinates)

Move the whole SHELL – Hold Control – Right Click and hold – To SHELL

Move the shell to the side area.

Right click – Object Mode

 

 FACE 4 – Side B

Select a new face – right click – select face

Create UVs – Planar Mapping (looks like a plane) Option Box

Edit – Reset

Check Keep image width height ratio to ON

RGB – Red Green Blue = XYZ in that order.

Project (apply) from the X axis

Select Project

Right click and select UVs in order to move the UV. (Coordinates)

Move the whole SHELL – Hold Control – Right Click and hold – To SHELL

Move the shell to the side area.

Right click – Object Mode

SELECT ALL UVs

Select all the UVs and drag them into the upper right corner.

We don’t want any gaps between the UVs

Right click, hold and select EDGE.

Select one edge and the matching edge should also light up.

Rotate and scale and puzzle the UVs back together.

Select one vertex and the matching vertex should match.

FLIP UV 180

Right Click on the vertex and select UVs

Select and go To Shell

Select the rotate tool and flip it around to match.

1

Select the edge again and it should match.

Select the vertex and it should match the vertex.

Test the other edges and vertices.

Align the sides to the front face.

End notes at 26:53 in the video.