UV unwrapping and texturing is a lot like papercraft. In order to texture an object, you must first deconstruct it into workable pieces (the head, the torso, the arms etc.), then unwrap them into flat, 2d pieces called UV shells. These shells are then sewn together into a UV map and imported into Photoshop or a coloring program of your choice. After texturing, you apply the new texture to your object.
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. We are going to open Dragon Cove towards the end of your assignment. Don't worry about it now.
Your cylindrical mapping manipulator will most likely appear vertical contrary to the tail's angle. To fix this, click the little red T on the corner of the manipulator to toggle between scale/rotate/move. To rotate, first click the blue circle on the manipulator to access all the rotation axes.
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.
Here is Create UV's Based On Camera for the bottom of the foot. This is useful for relatively flat surfaces such as the wing and the front and back of the foot, side of face, and hands.
Polygons → Relax is useful to space out the UVs. Be sure to set the Edge Weights to World Space in Relax (Options). This will try to make the UV faces the same size as the 3D model. Relax will not affect the UVs along the border of the shell so you will have to tweak these by hand.
You can manually move vertices around by clicking the Move Shell button, then clicking W (Move tool) and drag selecting vertices. You can also rotate them with E. You cannot grab edges in the UV editor unfortunately
Polygons → Unfold helps to unfold overlapping UVs.
However, what you will most often use is the Tool → Smooth UV Tool. This tool combines unfold and relax as a virtual silder. Try and experiment with varying levels and combinations of unfold and relax using the Smooth UV Tool. The Tool → UV Smudge Tool is also very helpful to manually 'push' and spread UVs apart.
The Smooth UV Tool can be accessed in the toolbar above, the Polygon's Menu, the Tool Menu, or Shift+Right-Click.
The faces of the dragon model itself are different sizes, and this should be reflected in the UV space for more even texture distribution (more detail for larger faces, less detail for smaller faces).
For the various dragon parts, you will want more natural shapes like the feet and wings exampled directly below. Keep this in mind as you progress.
*If you realize you have extra faces lying around, find where they came from and sew them back on. If you cannot find where they came from, select a vertice off of the stray face and Sew UV Edges to see where it stretches to.
Ideally, you want to minimize and hide seams when texturing so you try to sew as many shells together as you can. Move adjacent shells together such as the Upper and Lower Legs/Arms, the top of the wing and the bottom of the wing.
You can flip a shell by doing Polygons → Flip. You can also click a shell and press the Flip Selected Objects in the U Direction button
Merge the top foot + bottom foot, the top wing + bottom wing, the upper leg + lower leg, the upper arm + lower arm, and the torso + tail.
Then, go to Polygons → Sew UV Edges. If your edges are very straight, you can go to Polygons → Move and Sew UV Edges so they don't stretch out your shell. Select that shell and then Unfold/Relax it again.
You can flip the pieces for the head, torso, and tail by doing Polygons → Flip. You can also click a shell and press the Flip Selected Objects in the U Direction button
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 PNG, and save the file.
Open the UV snapshot in Photoshop. Double-click the Background layer to convert it to a normal layer. Create a new layer by going to Layer → New → Layer... There are several ways to arrange your layers when painting your texture. The simplest is to paint on a layer on top of the UV map. Another way is to place the UV map above your texture layer and set it to "Screen" so that the UVs overlay the paint
If you're not comfortable with Photoshop, or have never used it, before is a link to a reference that has some tips to get you started.
How To Use Photoshop
Back in Maya, create a new material and assign it to the dragon. If you want specular be sure to create a Blinn or Phong shader and not a Lambert. Map a File render node into the Color for the material. Browse for your color map in the Image Name field for the file. Since your textures will be .png Maya is going to automatically link them to the shader's transparency channel as well. To get rid of this, right click Transparency in the material's attributes and select Break Connection.
Do the same for Bump Mapping and Specular Color if you have bump and specular maps.
If you are doing a bump map, you have to separate the shells of your uv map so nothing overlaps.
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.

Open the Outliner and middle click drag your dragon model into the group labeled "PUT_DRAGON_HERE_FOR_AO". Next, select that group, and hit '3' to smooth it.
which is located at the top middle of the screen) and make sure Render → Render All Layers is checked.