We often use tileable textures for Asset Texturing and will have to check the tilebale UVS in UV Texture Editor in Maya.

In Maya the default Grid display is only showing (0,1) UV space. In order to display more than just that, in UV Texture Editor, under the View Tab, click on the square box thats next to the Grid option.

By changing the values in the Size tab from the pop up menu, you’ll able to display 0 to 10 UV space.

Below is an image demonstrating how to setup.

Next up is Translating UVs Space.

At times we have to shift UVs from certain UV coordinate to another one without moving it manually. Thats because when a Texture Map is done and its shifted to different coordinate in UV space, the UV has to match the Texture Map accurately. Theres a way in Maya to do it, its actually pretty straight forward.

In the Script Editor, whenever the UVs are shifted it will print this message –

setAttr “polySurface1_polySurface17Shape.uvPivot” -type double2 0.932446 0.49605 ;
polyEditUV -u 0.428196 -v 0 ;

Notice the second line polyEditUV -u 0.428196 -v 0 ; , its actually showing the coordinates of where the UV are shifted in u and v space.

So by editing the values of u and v in the script you can maneuver the UV space accurately according to your preference.

Below are the commands that you can shift the UV in space by Left, Right, Up and Down. And make sure these commands are executed under the Mel Tab in Script Editor.

polyEditUV -u 1 -v 0 ;

polyEditUV -u -1 -v 0 ;

polyEditUV -u 0 -v 1 ;

polyEditUV -u 0 -v -1 ;

Alternatively these commands can be saved as shortcut buttons by highlighting the command and middle mouse drag and drop to your preferable Maya Shelf 🙂