Now you need to transfer the UV's from your duplicate back onto your original model. There are a couple different ways you can do this, and all work just as well (as far as IÂ can tell). One way is to use the Polygons>Transfer>Options command and select UVÂ Sets only. Another way is to select each face and choose the Edit Polygons>Clipboard Actions>Copy>Options (can also be found in the UVÂ Texture Editor under Polygons>CopyUV/PasteUV) and select the UVÂ attribute only, and do that for every face of the duplicate and paste it onto the matching face from the original. IÂ wrote a quick script that does this automated, and you can grab it from here:
// Copyright ï¿½ 2001 Secret Level Inc.
// Author: Chris Kniffen (email@example.com)
// Created on: November 4, 2001
// Performs the copy/paste UV command on all faces
// in the objects. Objects must have exact facet indices
// for this script to work.
// Select the object with the modified UV's first, then
// shift-select the original object, and run the script.
global proc ckUVCopy()
string $selObjs=`ls -sl`;
if (`size($selObjs)` != 2)
error "Must ONLY have 2 objects selected.\n";
int $modObjFacets=`polyEvaluate -f $selObjs`;
int $origObjFacets=`polyEvaluate -f $selObjs`;
if ($modObjFacets != $origObjFacets)
error "Selected objects topologies do not match.\n";
waitCursor -state on;
for ($i=0; $i<($modObjFacets+1); $i++)
polyClipboard -copy -uv ($selObjs + ".f[" + $i + "]");
polyClipboard -paste -uv ($selObjs + ".f[" + $i + "]");
waitCursor -state off;
print "UV Copy Finished.\n";
Here are my textures in progress from Photoshop. I'm still working on them, but they look ok for now. No specular map yet either, but on the right you can see my colour and bump passes with the UV's layed on top.
And here's a render of my old guy model with the textures applied and some lighting.
So, that's pretty much the dumbed down version of texturing in Maya.
You can also use the 3d Paint tool after you unwrap the UV's, to paint on a rough template of your texture on the 3d model, save out that texture map, and bring it into Photoshop to finesse.
Hope this helped you even a little.