I was trying to explain someone about baking, and realized I’d have to explain UVs as well - it’s a very abstract thing, after all. In Maya 2016, the UV editor can be found in the polygons menu under UV. It also has the same old shelf button in the polygons shelf.
In addition, I’ve posted my typical Layout settings:
Prescale: Object will attempt to re-scale UV shells so they have similar resolution. World has same effect, I think. Scale mode should be uniform always, if your shells are already unfolded correctly.
Rotate: Free this used to suck, but now Maya will actually attempt to straighten shells neatly.
I ALWAYS LAYOUT TWICE. Why? If some of your shells are flipped (back side up) the first layout will usually scale them wrong (tiny) and flip them rightside up. Second layout command will now be able to fix them. If you’re working on a ripped game model, it probably has a lot of mirrored UVs.
Over 100 followers! Despite me not posting for a long time - still on internship, and having a great time. Don’t forget to ask questions if you have them.