'Maya'

 
'UV Sets in Maya'
by Andrew Klein


Here the normal map was created in ZBrush using ZMapper from the model's sculpt below (shown in level 7 on left; level 1 on right – Fig.08).

Fig.08

Now the problem is this: when I apply the maps to the model in Maya, both maps are going to apply to the "Map1" UV set, even though I want the colour texture to apply to the "Half" UV set (Fig.09 – 10).

Fig.09

Fig.10

To fix this, I’m going to use the UV-Centric, UV Linking, Relationship Editor (Fig.11).

Fig.11

This will allow you (with your model selected) to choose which maps go to which UV set. In the following two images you can see that I have re-linked Map1 to work with file2 (my normal map) and Half to work with file1 (my colour map). Notice how this fixes the colour texture's appearance on the mesh (Fig.12 – 13).

Fig.12

Fig.13

When I turn on the High Quality Render, my normal map applies to the whole surface UV set where as my colour map applies to just the half UV set (Fig.14)!


Fig.14



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Using the relationship Editor for Layered Textures:

A third usage of UV sets can been seen when we try to create tiling textures. In this demo I have a flat plane simulating a wall, a colour map of tiles, a matching bump map, and a graffiti pattern to be placed over them. They are hooked up via a Layered Texture node in the hypershade with the graffiti on top set to "multiply" (Fig.15 – 16).


Fig.15

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