Basics of texture mapping concepts

Basics of texture mapping concepts

Surfaces must have a coordinate system to determine where the image maps attach. This coordinate system is called UVs. NURBS surfaces have their UVs automatically mapped when they are created. Polygonal surfaces do not.

Placing Texture maps


Mapping Coordinates

Just like any other 3D application, Maya has a mapping system (known as UV coordinates) to tell the renderer how to apply a two-dimensional texture on a three-dimensional surface.

How the UV coordinates are laid out depends on the type of surfaces the texture is being placed upon.

What is 2D Texture Placement node?

  1. Coverage
  2. Translate Frame
  3. Rotate Frame
  4. Mirror
  5. Stagger
  6. Wrap U
  7. Wrap V
  8. Repeat UV
  9. Offset
  10. Rotate UV
  11. Noise UV
  12. Fast

What is 3D Texture Placement node?

  1. Translate
  2. Rotate
  3. Scale
  4. Shear
  5. Rotate Order
  6. Rotate Axis
  7. Inherits Transforms

Interactive Placement

Once the Interactive Placement Tools has been activated, use the MMB to move the texture placement node anywhere you like. Click-drag on the U, V, or larger square dots (usually found at the top and bottom axis of the object) on the red outline to change the total coverage values. To rate and translate the frame of the texture map, click-drag the smaller squares (usually found in any corner of the texture placement node) on the red outline.

Use this tool to place the textures on a NURBS object.

Texture Reference Object

Sometimes, a surface may not like the UV maps you applied to it. One visual clue is when you animate your object through space and the texture map(s) seem to “swim” over your surface. This is a simple fix and works with all types of geometry.

This will create a duplicate of the selected geometry and set the geometry to a templated mode. Maya will draw upon this templated surface(s) to the placement the texture map(s) regardless of where the geometry is in space or how it is bending.