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Chapter 8. Texture Preparation > Exporting the UV Positions

Exporting the UV Positions

With the help of Maya’s UV Texture Editor, we can export the UV positions as a bitmap to use as a handy guide for creating the texture. First, we need to rearrange our UVs, attempting to fit them all into a square while making sure they don’t overlap.

UV Management

When the model is finished, she will be combined into a single piece of geometry. With that in mind, let’s see how the UVs will look.

1. Select all of Kila’s geometry and take a peek in the UV Texture Editor.

As you can see in Figure 8.79, things are a bit of a mess. You can make out a few of the body parts, but there is no chance you could draw onto this image and create a successful texture map.

Image

FIGURE 8.79 Kila’s current UV mapping

2. Spend some time selecting each separate piece of geometry and moving the UVs out, so you end up with everything laid out as seen in Figure 8.80. Each piece is now separate. This looks much better—you can tell what each part is.


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