Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
I have created a revolved surface from a curve and have applied a lambert shader with a color file that has an alphachannel. Using the 2d placement tool I am getting the texture where I want it. However, it is consistently mapping with the v coordinate flipped. I know I can vertically flip the file in Photoshop, but how do I fix it in Maya. In the 2d placement attributes I see where I can rotate it, but how can I flip it?
Perfect!! Thanks Nitro!! Reversing the parent curve fixes the problem as well. BTW, any idea why this is happening consistently? It happens on imported curves also. Might there be a preference somewhere that identifies curve direction for the EP/CV tools? I didn't see anything listed in the revolve prefs or the EP/CV prefs. I'm just not sure why the uv orientation is flipping every time.
Just remember, while the first CV you click defines the start of the curve, the second CV defines the curve direction (You'll see a small "u"). If you reverse the way you're drawing your curves (i.e., if you're starting at the top and working your way down, start at the bottom and work your way up instead), you should see the surface direction change.
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