Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 14-01-2005 , 02:44 PM
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texturing

hie i'm new and french lol
soo...
i'm texturing my sphere with a lambert i set the texture ,but the texture is too scale very distorstion how i scale texture on maya ?
thx


perfect
# 2 14-01-2005 , 07:09 PM
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You'll need to adjust the 2d or 3d placement in the attribute editor.
Open hypershade, find the lambert your need to adjust and double-click on it. This will open the AE for that shader. Check the taps at the top or use the input/output arrows to navigate to the placement attributes.

good luck



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# 3 15-01-2005 , 02:26 PM
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ok thx its ok
i use a roow in the hypershade lambert menu
find UVcordinates (use another aroow )
find 2D teture placement
but each face got the same uv how i can just UV one face of my cube one by one because i only got distortion in one face.
thx


perfect
# 4 16-01-2005 , 02:46 PM
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If you have a separate file for each side of your object then simply select the faces that make up a side and assign the file to just those faces. Repeat that for the faces of the remaining sides. You can assign different shaders/textures to poly faces. note, This doesn't work for nurbs surfaces.



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# 5 16-01-2005 , 08:21 PM
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yes this the probleme
take an example
you make one simple cube ,how you texture one face in blue and another in green ?
how can i just select one face one by one ??
or i texturing all the face of the cube ( choose lambert -->middle clic lamber -->drag to the cube. ) but i just want to change the UV of one face of my simple cube ,how ???
thx.
i make this; i choose all the face i want -->then i separate it applied lambert then combine again
but it's very long
no better way ??


perfect

Last edited by thanenbauk; 16-01-2005 at 08:24 PM.
# 6 17-01-2005 , 12:37 AM
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Right click on your poly object to open up the marking-menu. From the marking-menu select faces. Depending upon your preferences configuration, you should a blue dot in the center of each face. Select the dot to select the face. Hold down shift to select/unselect additional faces. If the dot doesn't appear when you switch to faces mode, then you should be able to select anywhere withing the boundaries of the faces you want. You can marquee select also (drag a rectangle around the faces you want). Becareful if you do this since it is possible to select through the object to faces on the opposite side.



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# 7 17-01-2005 , 09:21 AM
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ok the last thread ,it's how to select one texture thx but it ok for this but i don't know how to texture only this texture

https://img95.exs.cx/img95/4161/texture6mn.jpg

when i change the UV on the left texture, the UV of the right texture (whose fine ) change also ,i don't want that.
just want to change the UV of the left texture

i try with Repeat UV ,but everything move (i select the face before )
still not work
it is possible to do that
thx

i saw a post " how to avoid texture distorsion"
the solution use the UV éditor it's the only way ,we can't just simply aply texture for each face and just change the UVcoordinates ??


perfect

Last edited by thanenbauk; 17-01-2005 at 09:35 AM.
# 8 17-01-2005 , 08:11 PM
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This will be too hard to explain without pictures. Take a look at the texturing turtorials on this site or do a google search for "UV mapping, Maya" and you should get some good tutorial hits.

The problem stems from the way the object is UV mapped. If you played in the UV editor/persp panel layout you should see how the vertices and UVs corralate. Example, select a vertice at the corner of the face where the texture is stretching. Notice which vertex in the UV editor becomes highlighted. Now select a different vertex along the offending face and see which vertex in the UV editors becomes highlighted. You'll probably find that you have uv/vertices on top/or nearly on top of each other in the UV editor, which means that the pixels in that area area stretched across the resulting face.

Another method (also with the UV/persp layout) is to select the offending face in the perspective window window and look for the now highlighted edges in the UV editor (default color will be orangish - if that's a word). If you can't see all the edges that bound the face in the UV editor then you'll need to move some UVs around until you can.

One last tip (yes, again in the UV/persp layout). Switch the perspective panel to texture shaded view (6) and just experiment with moving UVs around in the UV editor to see how they affect the placement of the texture. Pretty soon it'll "click" how they relate to each other.



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Last edited by mhcannon; 17-01-2005 at 08:13 PM.
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