Planar mapping projects UVs onto a mesh through a plane. This projection is best for objects that are relatively flat, or at least are completely visible from one camera angle.
This is just like the modeling toolkit: a bunch of tools and menu options organized into sections for quick access. 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. Maya primitives come with their own UV layout.
Planar mapping typically gives overlapping UV shells. The UV shells may be perfectly superimposed and look like a single UV shell. You should use UV > Layout after mapping to separate overlapping UVs.
To map based on a planar projection
- Select the faces you want to project UVs onto.
- Select UV > Planar > (if you need to set options), or in the UV Editor's UV Toolkit go to Create > Planar. Set the following options as required:
- Click Best Plane to position the manipulator based on the faces you selected.
- Click Bounding Box to position the manipulator based on the bounding box of the mesh.
- Choose the axis from which UVs will be projected.
- Click Project.
- Use the projection manipulator to control how the plane distributes UVs.
- Use the UV Editor to view and edit the resulting UVs. You can also rotate the manipulator by clicking the red crossed lines, which reveals the Show Manipulator tool. Click the light blue circle around the Show Manipulator handle to activate the rotate handles.
- UV Mapping Characters starts off with a proper introduction to why you lay out your UVs. A solid foundation will speed up your UV mapping and texturing significantly. Works For Any 3D Package. While we’re using Maya in this series, the principles are all universal and can be followed in most other packages, like Blender, Modo and 3ds Max.
- Sep 29, 2013 update 1/12/2015: check out the new, easier UV mapping tutorial. Maya UV unwrapping tutorial? What about PTEX? First things first, do we even have to UV? Mudbox’s PTex claims to offer a solution that does away with UVs. Wow, that would be great news! Of course, PTex doesn’t work so seamlessly with Maya or other 3D packages yet.
- Re: Problem in UV mapping Make sure your AMD card is up to date, 8 gb of ram is kind of low, Maya needs a lot to run properly, just make sure you work in a Maya. Ma file and not. Mb file and use incremental save just in case.
Mapping to alternative planes
The Best Plane Texturing Tool assigns UVs to the faces you select based on a plane computed from vertices you specify, rather than a default axis plane.
You can select the faces you want to map before you choose the Best Plane Texturing tool, or you can choose the tool and then click each face you want to map.
To map based on the best fit plane of the selection
Maya 2018 Uv Mapping Faces Not Mapping
- Select the faces you want to map UVs onto.
- Select UV > Best Plane Texturing Tool (if you need to set options), or in the UV Editor's UV Toolkit go to Create > Best Plane.
- If faces are not selected yet, click faces to add them to the selection. You cannot marquee-select the faces—you must select the faces one by one, or select the faces before using the operation.
- Press Enter.
- Select one or more vertices (right-click on the mesh and choose Vertex to switch to selecting vertices) to define the plane of projection.
- Press Enter.
- Use the UV Editor to view and edit the resulting UVs.
To project from a plane defined by the view
- Select the faces you want to project UVs onto.
- Tumble the perspective view, or track an orthographic view to look at the faces.
- Select UV > Camera-Based (if you need to set options), or in the UV Editor's UV Toolkit go to Create > Camera-Based.
Notes
- Planar mapping can create shared, overlapping UVs that can look like texture borders. Turn on texture border display (in Display > Polygons > Texture Border Edges) to clearly show texture borders.
- Shared, overlapping UVs can create seam problems if you paint over them with the 3D Paint or Paint Fur Attributes Tools. To avoid these problems, manually separate the UVs with UV > Layout > . Set Separate shells to Folds and the Shell layout option to Along U or Into Square.
- Projection mapping only works properly on a single object at a time. If you need to apply a projection to multiple polygonal objects in a single step, combine the objects into one, apply the projection, and then separate the parts back out. Otherwise, perform a projection on each object separately.
- When a model’s form is very organic, and you require a complete UV representation of that model for texture mapping, a planar projection can produce UVs that overlap and appear distorted. You will probably need to unfold the UVs to make them usable.
Related topics
- [Instructor] Now let's dive a little bit deeper…into UV mapping.…Now in this lesson, we're going to show you how…to map a complex object to a single image.…Now typically when you work with objects in Maya,…you'll want to UV map one object to one texture.…So in this case, we have this receiver,…at least the box of the receiver,…and we want to texture it with this image.…Now this image has all the different textures…that we are going to use on that particular object.…
And we need to unfold the object so that it matches this.…Now in production,…it usually makes sense to have one texture per object.…You don't want multiple images and textures going…to one object, because it gets kind of messy.…So let's show you how to map this to this one texture.…So first thing I want to do is apply the texture.…So I'm going to just do a simple blend material.…And let's go into the attribute editor, and under color,…going to click on the checkerboards,…select file, open the file,…and we have an image out here called Stereo_UV.jpg.…