Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 25-04-2008 , 03:08 PM
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Join Date: Apr 2008
Posts: 12

Aplaying Texture

Hi everyone, I'm kind of new in maya and I'm having problems whit textures.

I mean, I have a poligon extruded plenty of times, and when I create the UV's map, the areas created are all mesh together.

So... when I create a PSD file and do my texture, in the render of my object the texture looks stretched.

What I want to do is having a UV's section for each part of my poligon.

Can someone help me plz???...

Any help will be very grateful...

# 2 25-04-2008 , 06:52 PM
NeoStrider's Avatar
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Join Date: Jun 2004
Location: Cleveland, Ohio (USA)
Posts: 1,541
sounds like you're creating UV mapping, but you're not sorting it so there's no overlap... you need to move the UVs around so they don't lay over other ones... that'll help to reduce the stretching you see.


also, with a complex model, don't just select your entire mesh and then choose planar projection... you need to separate your projections into parts to help avoid that overlap. even though it looks like a mess at the beginning, try automatic mapping... with a little work (sewing UVs, moving UVs, etc.) you can make it easier to paint a map in PS with less stretching.

take a look on the site: there's a few tutorials that deal with UV mapping later on...


Accept no substitutions.

Last edited by NeoStrider; 25-04-2008 at 06:59 PM.
# 3 25-04-2008 , 11:11 PM
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Join Date: Apr 2008
Posts: 12
Tanks... that really help...
it's hard to get the trick... user added image but I'm on my way....

Thanks again...

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