The
following describes how I setup the UV's
for my model in order to paint the textures.
Step 4: Now you're ready to map the
UV's for your model. Select your duplicate
model and go to the Edit Polygons>Textures>Cylindrical
Mapping>options menu. I just used the
Smart Fit option which fits the projection
automatically around your selection. You're
welcome to play around with the different
options, but for this instance, these
are the settings I used.
Step 5: In the attribute editor for
the cylindrical projection, you'll find
the following options (right image).
Make sure you set the Rotate Z value to
0.1. Maya has this weird habit of messing
up the UV's of the cylindrical projection,
and this seems to fix the problem. These
are the settings I used.
Step
6: I also noticed that the
UV's for the top of the head and the
UV's for the neck area were garbled
from the Cylindrical projection, so
I selected the poly's on the top of
the head, and did a planar projection
for those, and selected the poly's around
the neck and did a second Cylindrical
projection for those.
So
I ended up with 3 UV shells in the UV
Texture Editor, which I'll need to sew
together to get one unwrapped UV shell
(next step).