

Since I started with a primitive cylinder, and the object isn't too complicated, the original UVs of the cylinder have been preserved a bit, and it looks like a grid with a couple caps. Generally, on complicated models this looks like a mess of lines. If I select my object, it shows up in the UV Texture Editor. Follow along if you want, by making a simple can yourself or just choosing a primitive cylinder with some divisions from top to bottom.Īlthough things will look slightly different for each object, the process is the same.

I made this can by starting with a cylinder and then used Multi-Cut to insert edge loops and Extrude to add in detail. So let's get started with something a bit more meaty than a cube, but still pretty basic.įor this next example, I'm going to lay out UVs for a soda can. UVs shown shaded.Īs you can see, laying out your UVs to match your image, or creating your image to match your UVs, is important. The UV is moved to the right, shifting the placement of the image map. If the UVs are moved, the contents of each face changes: When an image is applied, like the one above, a different color corresponds to each face of the cube. Of the cube, and if you folded up along all the shared edges, you'd get a cube. Wrapping paper together, you might do it like the diagram above. If you were to unwrap/unfold a present and wanted to keep all the Turning on shaded UVs by pressing the Shaded UVs icon in the display options area can make it easier to see what is part of the UV shell and what is just background in the editor. Other primitives might have grids or circles instead. The cube we've been using has the default set of UVs, and looks like an upside down "T". If you select one, the UVs will show up in the editor. Maya primitives come with their own UV layout. Note that in versions of Maya prior to an updated copy of 2017, the Toolkit will not exist and you will instead see all these options as small icons near the top like the display options. This is just like the modeling toolkit: a bunch of tools and menu options organized into sections for quick access. The area highlighted in green is the UV Toolkit. This is crucial to being able to make sense of the sets of overlapping lines in a 2D space. The area highlighted in red has some icons to change the display of your UVs. Organized while you work on various pieces of your model. Your actual UV space is, the dark gray area you can think of like a virtual table top to keep yourself If you downloaded the cube it will look like the above. It will be empty if you don't have any objects selected, or may show some white The area with the gray grid is the UV window, where you can see Go to View > Frame All in the editor if you don't see the grid view I have above.
