From the course: Maya: Natural Environments

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Mapping a skybox

Mapping a skybox - Maya Tutorial

From the course: Maya: Natural Environments

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Mapping a skybox

- We've got a Skybox built and a shader assigned. And now it's time to clean up our UV layout or our mapping coordinates. We want each one of the six textures to fully cover a single cube face; no more and no less. And for that, the UVs of each face must correspond to the zero to one space of the texture. Now let's go back to our channel box and select the Skybox object. Select the poly cube primitive node. And down here we see create UVs. It's defaulted to an option normalize collectively and preserve aspect ratio. Let's see what that's actually giving us. Go into the main mine menus and choose UV, UV editor. And this will allow us to see exactly what the UV layout is doing as we change these options. Let's resize this so we can see it a little bit better. So again, we want each texture to fully cover a single cube face. And in our create UVs option, we might think that if we choose normalize each face separately that…

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