Working with UVs in the Texture Editor
Lucky is the artist who applies a texture to an object and doesn’t need to edit a single pixel. Unless you’re slapping a simple texture of a planet surface onto a sphere, most of time you will need to either make a few tweaks and changes or assign sections of a texture map onto certain polygons or clusters of an object.
You can do this using the texture editor, which displays an object’s UV coordinates. These are essentially a two-dimensional representation of the object’s geometry, which, when superimposed on a texture image, shows what portion of the texture appears on any given part of the object’s geometry.
By selecting the object’s UV coordinates, either in the texture editor workspace or in a 3D view, and moving them to a new location, you can control which portions of the texture correspond to different parts of the object.
You can perform these UV editing operations on both NURBS and polygon objects. All of your edits are visible in either a 3D view’s Textured display modes or in the render region.
Autodesk Softimage v.7.5