Complex UV Layout in Maya
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
# 1 01-03-2005 , 02:46 AM
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uv grid

I just reinstalled Maya and that fixed my texturing problem. I can now texture my stuff. I have a question though. Here is a texture I have for a tiled floor. Its 256x256. I just stretched the uv's beyond the grid to make it look better. Is it ok to have the uvs beyond the grid?


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# 2 01-03-2005 , 07:18 AM
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General rule of thumb is to keep the map in the 0 to 1 UV space, i cant really comment on your current projects because i cannot see what your doing user added image.


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# 3 01-03-2005 , 04:13 PM
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I'm just trying to make a tile floor. I have a good texture and I applied it to a plane. This is the texture with the uvs in the 0-1 grid

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# 4 01-03-2005 , 04:14 PM
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This one is when I stretch the uv's beyond the 0.1 grid.

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# 5 01-03-2005 , 04:59 PM
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It works in this particular case because anything outside the 0,0 to 1,1 coordinates are mirrored or tiled. Since your pattern is designed for infinite tiling, than there are no appearent problems. However if you had a texture that wasn't designed to tile it wouldn't work well.

Also, rather that moving the UVs out, you can use the texture's placement node attribute to define how many time you want the pattern repeatead across a surface.



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# 6 01-03-2005 , 05:37 PM
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Ok. I thought it would be ok for this particular reason, but I was just checking to see if it would complicate anything for in the future.


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# 7 01-03-2005 , 11:02 PM
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One more question. Mchannon- where is the texure placement node at lol.


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# 8 01-03-2005 , 11:13 PM
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I found it but it doesn't help me for this situation. Here is the building I am trying to texture. It's all one cube. I want to the textures and the wall to be repeated. How can I do this?

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# 9 02-03-2005 , 12:12 AM
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Originally posted by gohan1842
One more question. Mchannon- where is the texure placement node at lol.

select the object and open the attribute editor (AE). along the top of the AE you'll see tabs for the nodes defining the object. Select the shader's node then the inputs arrow to access the placement node. Select the placement node tab to access it's option.

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# 10 02-03-2005 , 12:42 AM
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I tried that but it doesn't work. It repeats the whole uv layout for each wall.

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# 11 02-03-2005 , 01:57 AM
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You want each wall to be the same, right? If so, that you can simple place the UVs for each wall face on top each other in the UV editor. That way each face shares the same texture.



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# 12 02-03-2005 , 02:12 AM
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here is the layout

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# 13 02-03-2005 , 03:33 AM
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In this, two wall sides are sharing the upper right set of bricks, the other two sides are shareing the lower right set of bricks.
The top is the over the lower left; the bottom over the upper left.

If you want the bricks to tile more, create a separate texture with just the bricks, then assigne that texture to the four sides, then you either move the UVs as you did before or adjust the repitition of UVs in the attribute editor. Remember, you can assign different textures to each face.

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# 14 02-03-2005 , 03:36 AM
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# 15 02-03-2005 , 03:42 AM
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So, do I create a lambert for each texture I have?


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