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 12-12-2013 , 11:36 AM
Registered User
Join Date: Nov 2013
Posts: 5

UV texture editor

Is there way to delete uv's from the texture editor and start fresh again? The thing is I map out my uv and then I added/combine the head to mesh: it messed up the layout of the uv editor. it looks like a spider web

# 2 12-12-2013 , 12:41 PM
Registered User
Join Date: Mar 2007
Posts: 1,055
Hi,

just select the faces (in the 3D viewport) which you want to start over on, and then create the UVs for those again with whatever projection seems most suitable,

gubar

# 3 12-12-2013 , 09:52 PM
Gen's Avatar
Super Moderator
Join Date: Dec 2006
Location: South FL
Posts: 3,522
In this case, you can just select the shells of the already mapped areas and move them off to the side while you map the rest of the faces. Then arrange all the UV shells to your liking, no need to redo projections.


- Genny
__________________
::|| My CG Blog ||::
::|| My Maya FAQ ||::
# 4 18-12-2013 , 07:01 PM
Subscriber
Join Date: Oct 2011
Location: Zurich, Switzerland
Posts: 99
Select the object in Object mode and chose -> Edit UV's -> Delete UV's.

With this you delete all the UV's of the selected object.


_______________________
KR;Lecra
# 5 20-12-2013 , 11:27 PM
Registered User
Join Date: Aug 2011
Location: Sliema Malta
Posts: 497
You can also manage multiple uv sets inside of the uv set editor for organization. At the end you can then merge the sets for the final layout. Ninja UV also provides buttons for moving shells. Is on creative crash and worth the 20 bucks.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads