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Polygon Texturing

By Ramy Hanna
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Date Added: 9th December 2009
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In the front view select the top and bottom of the seat. Here are some selection tips for maya:

click + ctrl + shift = add to selection

click + ctrl = deselect from current selection

click + shift = reverse current selection mode

Go ahead and scale the circles down so they're a little smaller. So that they fit in the bottom corner fo the second quadrant.

Notice how the top and bottom of our seat are literally projected ontop of one another. This is totally fine, acceptable, and encouraged. Overlapping uv's can save resolution space, and eventually make up for a higher detailed model

A window pops up. These are the options for the planar projections. In the Mapping Direction, be sure to select camera. This way, we can create projections from our current camera view, instead of trying to project to a specific axis.

Click on Apply then Close

If you closed the uv texture editor open it. If you already have it open, you'll notice that the top and bottom of the seat were projected from our top view. This means that the uv's for the top and bottom of the seat are now layed out becuase of the planar projection.

This next step is very important, and if not done, can cause alot of confusion within the uv texture editor

You will notice that there are some handle tools around the object. These are the inital tools brought up right after a projection. The squares are for scaling, the arrows are for translating, and the blue arc is for rotating

Click and drag the selection to the second quadrant on the left.

Now scale it smaller, so it fits easily into the second quadrant. It doesn't have to be a perfect circle, just eye it


Now click anywhere within the uv space. You will notice that our projection has become deselected, and you can see the rest of the uv's in the first quadrant.

Something important to remember when moving selected uv's within the uv editor: Just because you can't see the uv's, doesn't mean they're not there, as we just witnessed. That is why it was important to move our selection into the second quadrant. This way we can work with our projected uv's without getting them confused with the rest of the uv's. Feel free to use the open space outside of the quadrants to temporarily place layed out uv's. Just don't forget where you left them

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Readers Comments (Newest on Top)
(ID: 99092, pid: 0) Darent on Fri, 30 March 2012 10:34pm
wow. I'm new in 3D modeling and this tutorial was simply awesome ... thank you so much!
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