Moving and Sewing Texture Edges
Maya 2012 Tutorial
How to Move and Sew UV Edges Together in Maya
There are multiple ways to create UV maps for polygon objects. The most effective maps are similar to an article of clothing where each seam is opened up and the map lays flat for painting and texturing.
In this example we will create a UV map for a cereal box we created the topic, Automatic Texture Layout.
Follow the directions in the topic, Automatic Texture Layout. You should have a 3 dimensional rectangular object with the faces laid out in the UV Texture Editor.
To see your perspective view and the UV Texture Editor simultaneously, choose Window > Saved Layouts > Persp/UV Texture Editor.
Right-click your object in the workspace and choose Edge.
Click the top edge of the front face. Notice that two of the edges change color in the UV Texture Editor. Choose Polygons > Move and Sew UV Edges.
Click the front right edge and choose Polygons > Move and Sew UV Edges.
Click the back edge of the right side face and click the Move and Sew UV Edges icon.
Click the left edge of the front face and click the Move and Sew UV Edges icon.
Click the bottom edge of the front face and click the Move and Sew UV Edges icon. At this point, all six faces should be sewn together to form one shell.
To center your shell, right-click the object in the workspace and choose Object Mode. Click away from the object, then click the box. Choose Polygons > Layout.
Dolly and Move UV View
To move around in the UV Texture Editor, use the left-mouse drag (move) and right-mouse drag (dolly in or out) technique from your standard view panes.
Taking a Layout Snapshot
To use your new layout in Photoshop, choose Polygons > UV Snapshot. Save your image as a tif or jpg. The snapshot is saved in the project's images folder by default.