This is part 2 of a two part series in using the Hypershade editory in Maya 2016.
This is part 1 of a two part series on using the new Hypershade editor in Maya 2016. This starts with a brief demo of how materials were edited in Maya 2015 and then the same setup is then duplicated in Maya 2016.
This is a short tutorial that describes how to utilize UV maps with the UV Snapshot utility for creating custom textures. This tutorial demonstrates how to bring UV Snapshots into Photoshop and through the placement of pictures, create a custom texture map. The custom texture map is then brought back into Maya and placed on an object.
This is part 2 of an ongoing series of demonstrations on how to edit UV’s in Maya. This particular tutorial discusses how and why to move seams, how to reassemble a UV map from an auto projection, how to cut edges and unfold a completely overlapping UV map and how to use the distortion shading tool to minimize UV distortions.
This will ultimately be a multi-part series where I demonstrate how to fix, repair and in general work with UV’s in Autodesk Maya. I’m an instructor and these examples come from my students homework. I wish to make tutorials for the most part to help those specific students with their work. The examples I chose are selected because they show unique problems that I believe all editors working with Maya will run into from time to time and it is my hope that my demonstrations on how to fix these particular issues will be of assistance to others.
Part 1 includes – How to fix a hole in your UV’s from a missed face selection during your original projection. How to move seams. How to quickly recognize and fix distortion in symmetric hard models.