Understanding the concept of UVs and how to map them to a surface, and subsequently lay them out accurately is essential for producing textures on polygonal and subdivision surfaces when working in Maya.
This is also important when you need to paint textures, fur, or hair onto a 3D model. The process of creating explicit UVs for a surface mesh is called UV mapping. UV mapping is a process whereby you create, edit, and otherwise arrange the UVs that appear as a flattened, two-dimensional representation of the surface mesh, over top of the two-dimensional image to be used as a texture as it appears in the UV Texture Editor.
The UV mapping process results in a correlation between the image and how it appears as a texture when mapped onto the three-dimensional surface mesh. UV mapping is a critical skill to master for accurate and realistic textures on polygonal surfaces. Note: For NURBS surface types the texture coordinates UVs that control the placement of a texture exist by default and are implicitly connected to the control vertices.
When the control vertices get repositioned, so do the positions of the corresponding UV texture coordinates. Any textures mapped to the surface will adjust automatically.
I imagine that since Alias softwares came from more of a automotive design background that you are mainly looking at a profiles so therefore the Y is a vertical axis. Since Maya is more geared towards entertainment that z is therefore away from the camera looking towards the horizon. In any case the letter assignments of arbitrary.
U is generally for the width of the texture, V for the height, and W is used for depth when you are using a 3D texture, like a procedural or a layered set of 2D bitmaps. This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum. UV - What does it stand for? Texturing and Surfacing. Houkah UTC 1. Houkah UTC 3.
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