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Using Maya 2018 - I have an object modeled in quads - but I can triangulate it to make sure every face is coplanar.
I need to create a UV layout with every face its own UV shell, but the shape of the UV has to match the shape of the face exactly - as if I planar mapped each individual face straight on. The relative sizes of each of these UV shells needs to match the geometry as well. Imagine the object was constructed out of paper and you cut it up and laid all the pieces flat - thats what I need to do.
I think I'm pretty close with messing around with options in the UV toolkit but I'm not 100% sure I'm getting exactly what I need - can anyone walk me through a procedure to do this?
I can map the object and then split every face to its own shell - but not finding the right combination of tools and settings from there.
Thank you
Solved! Go to Solution.