Learning Maya 7: Texturing the Orb — Part 3
This is an excerpt in a series from Learning Maya 7 | Foundation by Marc-André Guindon and Cathy McGinnis from Alias|Learning Tool. In the Texturing the Orb excerpts, you will learn to texture a polygonal meshing. Even though polygons have a default setting for UV parameters onto which textures can be applied, you will need to adjust these settings for each specific application. You can use special polygon tools to assign and modify these kinds of values on the orb.
You will first apply texture projections in order to create UV coordinates on the polymesh. Then you will texture map the orb using a series of texture maps imported as file textures.
In these Texturing the Orb excerpts, you will learn the following: How to project textures on polygons, how to manipulate projections; how to use the Texture Editor; how to use the Paint Selection Tool; how to manipulate UVs; and how to animate a texture.
Finish Mapping the Orb
Now that the main frame of the orb is textured, the remaining objects can be textured using cylindrical mapping and automatic mapping. Cylindrical projection works just like the planar and spherical projections, but the texture is wrapped around a cylinder. Automatic projection will let Maya decide how to texture an object from multiple planar projections. For example, Maya will use six planar projections (top, bottom, left, right, front and back) to generate a UV map on an object.
Doing so will darken the metal file texture.
2. Cylindrical mapping
1. Make a darker metal shader
The automatic mapping options are displayed.
Planes to 6;
Optimize to Fewer Pieces;
Layout to Into Square;
Scale to Uniform. This specifies that you want to project with six planes (like a cube), and have Maya make as few pieces as possible.
3. Automatic mapping


























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