You don't have to cut your model, vertices and UV'S are not the same thing,UV's are co-ordinates so maya can know where in space to place your textures.
Easy way to cut is to select only the faces that you want to UV and map those, this automatically cut those UV's from the rest.A collection od UV's that are joined are called a shell, so to move them around in the UV editors select a UV and click on select shell and that will select everything in that bunch of UV's.
If you want you can select edges either on the model or in the UV texture editors and click on cut UV's to seperate them.they still might look joined because they are still on top of one another but if you move the shell you will see they are indeed cut.
With this knowledge you can guess that there is no right or wrong way to tackle this, you could in fact UV map the entire model in one projection and then spend hours in the UV texture editor cutting and sewing and tweeking until you get what you want. A better alternative however is to map what you want in the first place and spend less time cutting and tweeking because the UV's will be roughly layed out how you wanted, of course you will still have make sure no UV'S overlap with each other so tweeking points is inevitable.
Once you have your UV's mapped and layed out exactly how you want them in the 0-1 space, you can save a UV snapshot in the UV editor (a pic of the UV layout) and then take that snapshot into the 2D image app like Photoshop or simular and create textures to match your UV's .The last step is to use your 2D textures on a material in Maya to create a shader for your model.
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Last edited by jsprogg; 15-06-2008 at 07:05 AM.