Maya 2015


Updated On 02 Feb, 19


Course Introduction and User Interface - Working with the Viewport - Understanding Primitives - Working with Projects - Extrude and Edge Loop Tools - Bridge, Extrude and Multiple Edge Loops - Manual Boolean Operation - Mirroring and Symmetry - Edge Normals - Understanding UV Maps - Automatic Mapping - Projection Mapping and Unfold - UV Sew and UV Layout - UV Map Arrangement - Delete History and Layer Editor - Edge to Curve and NURBS to Poly - Duplicate Special - Create and Assign Materials - Material Color and Specularity - Applying Substances - Creating the UV Snapshot - UV Snapshot Setup in Photoshop - Creating the Rope Texture - Texture Based Normal Map - Assign the Normal Map - Setup for Projection - High Poly to Low Poly Projection - Finishing Up the Textures - Applying Materials to Game Objects - Unreal Engine 4 Grid Settings - Image Planes - Basic NURBS Shaping - Basic NURBS Shaping Continued - Basic NURBS Shaping Final - Live Surface Preparation - Modeling Toolkit Quad Draw - Continued Work with Quad Draw - Edge Spiders - Component Editor - Smooth Preview - Model Cleanup - Custom Viewport Layouts - MEL Script Basics - MEL Echo All Commands


Lecture 11: Automatic Mapping

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Lecture Details

UV Mapping can be very time consuming. Maya offers a tool called Automatic Mapping which can be used to automatically lay out the UV map for an object. While Automatic Mapping is very fast and offers a quick way to get through the process, it is not exactly ideal for being a one and done method. The primary best use for Automatic Mapping is to allow the 3D modeler with a quick example of how the UV Map for the model could be laid out. Some of the UV placements from Automatic Mapping can also be left entirely alone as they are laid out in a manner that they will be easily textured. Unfortunately this is not normally the case with most faces of the object so they will need to be manually UV mapped.

Automatic Mapping does however have its place especially when dealing with very simple objects. The more complex an object is the higher the likelihood that some of the faces will need to be manually adjusted. Think of Automatic Mapping as often no more then a starting template that can be a good indication of what route can be taken to get a nice UV map. We will take a quick look at how to setup and use Automatic Mapping and then discuss as well as point out some of the issues that can occur with Automatic Mapping. Again, keep in mind that Automatic Mapping is useful for finding a good starting point but will most likely require manual adjustments.


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Excellent course helped me understand topic that i couldn't while attendinfg my college.

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Great course. Thank you very much.