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UV Mapping in T-Splines

 
Maya UV mapping tutorial image 1 1.Dowload and open the iguana model created by Kate Kuttler in this tutorial on modeling with T-Splines.
Maya UV mapping tutorial image 2 2.  After selecting the iguana model, click on the option box in TSplines > Create Proxy.
Maya UV mapping tutorial image 3 3.  You will get a menu like this. Select 'Update UV coordinates through proxy.' The other option is useful to manipulate vertices on the proxy using polygon tools and have the T-Spline reflect the changes.
Maya UV mapping tutorial image 4 4. The T-Spline model (left) and the polygon proxy.
Maya UV mapping tutorial image 5 5.  Select the proxy and open up your UV Texture Editor.
Maya UV mapping tutorial image 6 6. Map the UVs on the proxy as you would for any other polygon object. If you need help, here's a beginning UV mapping tutorial on highend3d.com by Arno Kroner we found helpful. 
Maya UV mapping tutorial image 7 7.  If you are mapping an object which is high in poly count, you can speed up your UV editing by disconnecting the proxy from the T-Spline while you are mapping and then reconnecting them when finished. To disconnect your proxy, first open your hypergraph by finding the "Window" menu and then clicking "Hypergraph..."
Maya UV mapping tutorial image 8 8.  Select the 'input ouput connections' button at the top (highlighted in red). You should see an arrow from the proxy object to the T-Spline object.
Maya UV mapping tutorial image 9 9.  Select the arrow and hit the delete key.  Now the UVs can be manipulated very quickly.
Maya UV mapping tutorial image 10 10.  When you are done UV mapping the proxy, reconnect the proxy to the T-Spline. Open the hypergraph again and select the 'input ouput connections' button. Select the proxy node. Hold down the middle mouse button and drag from the proxy node to the T-Spline node. A menu like the one shown will appear. Select 'Other'. This will open the connection editor.
Maya UV mapping tutorial image 11 11. On the left side select 'OutMesh', and on the right side select 'UvSource'. You will have to do a little bit of searching to find these because they are not arranged in alphabetical order. Once you do find them and click them, there is no button to check to make the connection, you can just close the Connection Editor. The proxy should now be reconnected to the T-spline.    
Maya UV mapping tutorial image 12 12. Here is a sample of what the proxy should somewhat look like once her map is painted and the UVs are properly laid out.
Maya UV mapping tutorial image 13 13. The texture on the T-Spline looks just like it does on the proxy modes.
 
Maya UV mapping tutorial image 14 14. To render select the T-Spline, go to the T-Spline menu and select 'Tessellate to Polymesh'.
 
Maya UV mapping tutorial image 15 15. Render the polymesh as you would render any other object in Maya.
Maya UV mapping tutorial image 16
 
 
 
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