
I’ve noticed a bit of an education gap in 3D artists when it comes to UVs. And I’m not saying this to call out any specific school, professor, or group of students. I’m just saying, in general, it seems to be a weak area for many aspiring artists.
This is, frankly, very bad. UVing is a vital stage of production, even if not everybody finds it to be the most creatively fulfilling. It is something that has to be done, and if you want your art to look its best, it’s something that has to be done extremely well. You’ll often hear people say “A great texture can save a terrible model, but a bad texture can bring down the greatest model.” Well, proper UVs are step one in setting up your texture to look great. You can’t paint that crappy model into submission if each part of it has a seemingly different resolution, or is stretching all over the place because you haven’t been acquainted with the unfold button.
And don’t dare start whining to me about how UVs are no fun. Just about any art form you can think of has a stage like this, where you’re not actively creating, but figuring out some sort of puzzle to move on to the next step. In drawing you’re sighting and measuring, in painting you’re mixing your colors, and in animation you’re cleaning up your graph editor. It has to be done, you may as well enjoy it. UVing can be a wonderful time to unwind in between the “oh god if I have a tri here will this explode in a game engine where did those double faces come from” modeling stage and the “Oh god when did my PSD become half a gig” texturing phase.
Now, enough of my ranting. Let me offer some UV theory.

Everybody can tell. If you can cram every little part of UV map with something, that is really awesome. I bet you made some good decisions about which pieces needed the most resolution, how pieces needed to be combined for minimum seams, etc. If it worked out just right, I bet you even tried to keep certain things together so it’d be easier to keep track of when you’re texturing.
Maya is not as smart as a person. It will not make these decisions. It will do many, many, many planar maps, and crunch them together as well as it thinks it can. And while the final result on this may occasionally look okay for a very simple or hard edged object, very rarely is it ever going to be optimum. And the time you saved by hitting one button for UVs is going to be wasted trying to figure out those UVs in texturing.
















