
The UV Texture Editor lets you view and interactively edit the UV texture for polygon, NURBS, and subdivision surfaces within a 2D view.You can select, move, scale, and generally modify the UV topology for a surface .Relax, Unfold, Smudge Tool, and Lattice Tool, The UV Texture Editor contains tools that allow you to modify the UV texture coordinates, you can perform such actions as rotating and flipping UVs as well as cutting and sewing UVs in order to achieve the UV layout you require.


The diffusion of light within the
top layer of the skin.
The important effects of subsurface scattering are very difficult to see until they are absent, and it becomes obvious that “something is missing”. Therefor this effect is very easy to overdo and to put too strong an sss effects in a
renderings an apparent “softening” of bumps and small structures, and a small “bleed” of light into shadow areas, diffusing the otherwise sharp shadow edges


Modifying a bump texture
The bump texture is too crater-like to be a convincing orange. The bumps are
too numerous and too deep. A quick way to fix this problem is to scale up the
entire texture. To interactively position a 3D texture
Double click the place3dTexture1 swatch, to the left of the Brownian
color swatch.
This node controls the 3D texture’s position, scale, and rotation. The
visual display of this node is a large cube that surrounds the sphere in
the scene view. This is the texture placement cube.
Click the Interactive Placement button in the Attribute Editor. A
manipulator appears for the texture placement cube.
In the scene view, click on the center scale box to activate the center
scale option. Scale the whole texture placement cube to about twice the
original size (until the Scale attribute values are about 2).
Now when you render, the bumps on the surface appear wider and
smoother, like the bumps on an orange skin. For example, the bumps in
the area surrounding the highlight do not appear to be as deep as they
were before you scaled the texture.
Scaling a texture placement cube is a common way to tune the texture’s
display. Scaling does not actually change the pattern, but enlarges or
shrinks it relative to the surface.
Now that you’ve changed the surface texture through scaling, move the texture
placement cube above the sphere drag the green arrow up,
to see how that affects the texture.

Editing the material attributes associated with shading materials affects how
they appear in the rendered image. In this way, Maya provides the option of
allowing you to create images as they would appear in the real world or in
your imagination.
Click Accept to close the Color Chooser.
If you compare the color in the Color attribute box with the sphere’s
color in the scene view, you’ll notice a difference.
The color you assigned is only one aspect of surface appearance. The
appearance also depends on how the surface reacts with light. The main attributes that control the reaction to light are under the Common
Material Attributes heading. As an example of these attributes, you will
change the Diffuse setting.
In the Attribute Editor, drag the Diffuse slider to its right to increase the
color brightness as viewed in the scene view.This will help create the illusion of a bright orange.
In visual arts, a texture is any kind of surface detail, both visual and tactile.
In Maya, a texture is a collection of attributes that creates surface detail.
Textures have a more specialized display purpose than materials. For example,
you can use textures to create the appearance of a marbled pattern, bumps,
or a logo image on the side of a can.a texture is also referred to as a texture node. A node is a
collection of attributes (or actions) with a common purpose. A shader is
sometimes called a shader node or material node.
To display a texture on a surface, you apply a texture node to an attribute of
the surface material. In the next steps, you apply a texture to the Color attribute
of the Phong E material.

Select Lighting > Use All Lights Hot key: 7.
This lights up the scene view only with lights you’ve created, not with default lighting. If you later
want to see the scene view with default lighting again, select Lighting
Use Default Lighting Hot key: 6.
When you render the scene, by default, Maya uses all lights you’ve created.
If you don’t create any lights, Maya creates a temporary default directional
light for you and then deletes it when the render is complete.
Shadows are the darkened areas that appear on a surface when an object gets
in the path of a light source. Shadows are cast onto the area of a surface that
doesn’t directly receive light. Shadows ground the objects in your scene and
aid in defining their three-dimensional appearance.


Lighting and camera techniques are one of the most crucial aspects to consider
when working with artificial characters and objects. The more realistic the
lighting and shading appear, the more convincing the scene will appear to the viewer. A prerequisite to creating effective 3D rendered animation is to study the lighting and camera effects used in live-action film. Your goal is to create the desired scene ambience while keeping the lights and camera view as unobtrusive as possible.
When you open the scene, Maya lights the scene with default lighting provided by an imaginary light fixture. It emanates light infinitely from a point above and behind the active scene view camera. There is no icon that represents the default light in the scene view.










