After you have modeled a character or object, the next step is to texture it. The process of texturing proceeds in two stages. First, we must create a suitable UV map for the geometry. Second, with this UV map as a guide, we can paint the surface color of the model into a texture using Photoshop. We will be using the Dragon Whelp file for this assignment. Save and open it to begin.
For each shell we will choose a projection from the Create UVs menu that we think will give us a good initial UV layout. Select the faces in the shell, apply a projection, and then adjust the projection manipulator as necessary. The example below uses a Cylindrical Mapping for the tail section, since the tail is roughly cylinder shaped.
As you lay out your UVs, it is a good idea to apply a temporary texture to the model to see how it is affected by the UV map. Using a Checker render node is good choice. Up the Repeat UV on the Checker pattern to about 20 or so. A good UV layout will be characterized by squares that are of fairly uniform size and are not distorted or stretched.
Now in the UV Texture Editor we will want to connect some of the shells that would work better as a single piece. For this model, it would probably be best if at least the head and body are a single piece. Each claw, foot, wing, and the tail might also work better as a single piece. The motivation for reducing the number of shells is that it reduces the number of seams on our model.
Combine the shells in to a reasonable set of shells. If you are overzealous in combining shells, your UV layout may suffer, so try to strike a balance. You can combine two shells by selecting the edges where they connect and doing Polygons → Move and Sew UV Edges.
Lay out all the shells between 0 and 1 in UV space. Make sure you scale the shells to use up most of the space between the shells. You will want to leave a little margin between the shells so that the texture does not bleed between the shells.
Once you have lain out all of the shells, we will save a UV snapshot that we can use as a basis for texturing. Go to Polygons → UV Snapshot... to save a snapshot. Set Size X and Size Y to 1024, change the Image Format to TIFF, and save the file.
Back in Maya, create a new material and assign it to the dragon. Map a File render node into the Color for the material. Browse for your color map in the Image Name field for the file. Do the same for Bump Mapping and Specular Color if you have bump and specular maps.
Adjust your textures until you are happy with them. Unfortunately, the texture will not update automatically in Maya when you save a new copy of the texture file. To force an update, go to the file node that you mapped into the Color and click the Reload button. When you are ready to do a final render, smooth the model using 2 divisions.
Go to the Layer Editor, located at the bottom of the Channel Box. By default the layer Simplelights is enabled, as indicated by the "V" next to it. This will give you some basic lights to look at your model with. For the final render, disable Simplelights by clicking the "V" and enable LightCoveLayer. Render the dragon from the cameras Closeup1, Closeup2, Closeup3, and LightcoveCamera.