Ok I'm really confused about UV mapping.
But I'm trying to texture a tree with my psd file. I get the texture onto the tree normally but when I try to use ANY mapping it changes my texture to a checker pattern. The checker pattern keeps changing the psd file texture to a checker shader.
I think I was messing with UV and made that checker pattern my perminant image for UV mapping. I dunno I really need help with this!!!!
I posted screenshots of what I'm trying to do. I was trying to cylinder map the texture so it wouldn't be stretched out.
The shader can only have one texture, if the PSD is in your color channel then that's what you want, just delete the checker pattern you accidentally attached to the color channel.
Open the hypeshade and delete the checker and reassign the PSd.
I suggest not using automatic mapping.
It may be more labor intensive, but I get far better results this way:
Select the faces on one side. Set the view to Orthographic (front, side, or top, depending on which gives you the best view of the faces you selected). Create UVs Based on Camera.
Repeat until you have UVs of all the faces.
Open the UV Texture Editor.
Line the UVs up (W, E, R to adjust as necessary) so there is no unintentional overlap.
From the UV editor, create UV Snapshot.
Open the snapshot up in photoshop (or whatever), and place the images so that you have what you want where the UVs are.
Save the file as a jpg.
Select your object in Maya. Rt click "Assign new material". Assign the image as the color of that material.
Adjust UVs in the UV editor as needed.
Yes, it will take time, but I find it a lot more efficient than hoping the automatic settings get it right.