Scroll to top
9 min read
Final product imageFinal product imageFinal product image
What You'll Be Creating

1. Creating a UV Map for the Base Plate

Step 1

Open the fuel pump file in Maya which was saved in the previous part of the tutorial.  

Open MayaOpen MayaOpen Maya
In this way, the unwrapping of the entire fuel pump is completed. 

Step 2

Select the base plate polymesh of the fuel pump. 

Select the base plate polymeshSelect the base plate polymeshSelect the base plate polymesh
Select the base plate polymesh

Step 3

Go to Show > Isolate Selected > View Selected command and check on its option box. The base plate gets isolated.

Isolate the base plateIsolate the base plateIsolate the base plate
Select the base plate polymesh

Step 4

With the base plate selected, go to Edit UVs > UV Texture Editor command.

Edit UVs  UV Texture EditorEdit UVs  UV Texture EditorEdit UVs  UV Texture Editor
Edit UVs > UV Texture Editor

Step 5

In the UV Texture Editor window, you can see the default UVs map layout as shown in the following image.

UV Texture EditorUV Texture EditorUV Texture Editor
UV Texture Editor

Step 6

With the base plate polymesh selected, go to CreateUVs > Planar  Mapping and click on its option box.

Planar  MappingPlanar  MappingPlanar  Mapping
Planar Mapping

Step 7

In the Planar Mapping Options window, turn on Fit projection to Best Plane radio button and click on Project button to apply the planar mapping command.

Planar Mapping Options windowPlanar Mapping Options windowPlanar Mapping Options window
Planar Mapping Options window

Step 8

After applying the planar mapping command, the planar mapping gizmo appears on the polymesh. It can be adjusted according to the need.

Planar mapping gizmoPlanar mapping gizmoPlanar mapping gizmo
Planar mapping gizmo

You can see the applied planar mapping inside the UV Texture Editor window. 

UV Texture EditorUV Texture EditorUV Texture Editor
UV Texture Editor

Step 9

Right-click inside the UV Texture Editor window and select UV component.

UV Texture EditorUV Texture EditorUV Texture Editor
UV Texture Editor

Step 10

With UVs selected, go to Tool > Smooth UV Tool and click on its options box to open the Smooth UV Tool.

Tool  Smooth UV ToolTool  Smooth UV ToolTool  Smooth UV Tool
Tool > Smooth UV Tool

Step 11

In the Smooth UV Tool Options window, check on Pin Borders option and click on Apply and Close button. 

Smooth UV Tool Options windowSmooth UV Tool Options windowSmooth UV Tool Options window
Smooth UV Tool Options window

Step 12

Now the Smooth UV Tool options are visible. Click and drag the mouse button horizontally on Unfold and Relax. In this way, the UVs mapping of the base plate polymesh is completed. 

Unfold and RelaxUnfold and RelaxUnfold and Relax
Unfold and Relax

2. Unwrapping the Base Stand Plate

Step 1

With the base stand plate polymesh selected, go to Show > Isolate Select and turn on View selected command to isolate the selected polymesh. 

Show  Isolate SelectShow  Isolate SelectShow  Isolate Select
Show > Isolate Select

Step 2

Being in the face selection mode, select the top surface faces of the base stand plate. Go to Create UVs > Planar Mapping.

Planar MappingPlanar MappingPlanar Mapping
Planar Mapping

Step 3

Inside the UV Texture Editor window, select and drag the top faces UVs out of the UVs layout area.

UV Texture EditorUV Texture EditorUV Texture Editor
UV Texture Editor

Step 4

Select the side faces of the base stand plate.

Select the side faces of the base stand plateSelect the side faces of the base stand plateSelect the side faces of the base stand plate
Select the side faces of the base stand plate

Step 5

Go to Create UVs > Automatic Mapping command.

Automatic MappingAutomatic MappingAutomatic Mapping
Automatic Mapping

Step 6

You can see the result of Automatic Mapping inside the UV Texture Editor window.

 UV Texture Editor window UV Texture Editor window UV Texture Editor window
UV Texture Editor window

Step 7

Arrange all extracted UVs shells inside the UV layout area.

UV layout areaUV layout areaUV layout area
UV layout area

3. Unwrapping the Motor Chamber's Cover Case

Step 1

Next, isolate the motor chamber cover base. With the motor chamber cover case selected, go to Create UVs > Automatic Mapping command.

Automatic MappingAutomatic MappingAutomatic Mapping
Automatic Mapping

Step 2

You can see that all UVs are arranged automatically inside the UV editor. The unwrapping of the motor chamber cover base polygon mesh has been completed.

Unwrapping of the motor chamber cover baseUnwrapping of the motor chamber cover baseUnwrapping of the motor chamber cover base
Unwrapping of the motor chamber cover base

4. Unwrapping the Support Meshes

Step 1

Select and isolate the support meshes. 

Isolate the support meshesIsolate the support meshesIsolate the support meshes
Isolate the support meshes

Step 2

With the support meshes selected, go to Create UVs > Automatic Mapping command.

Create UVs  Automatic MappingCreate UVs  Automatic MappingCreate UVs  Automatic Mapping
Create UVs > Automatic Mapping

Step 3

After applying the Automatic Mapping command, you can see the projections and transform gizmo to adjust the UVs inside the viewport. 

Automatic MappingAutomatic MappingAutomatic Mapping
Automatic Mapping

You can see the result inside the UV Texture Editor window. All UVs Shells are arranged properly inside the UV layout. 

UV Texture EditorUV Texture EditorUV Texture Editor
UV Texture Editor

5. Unwrapping the Motor Chamber

Step 1

Select and isolate the motor chamber.

Isolate the motor chamberIsolate the motor chamberIsolate the motor chamber
Isolate the motor chamber

Step 2

After isolating the motor chamber, select and delete the unwanted side and bottom faces. 

Delete the unwanted facesDelete the unwanted facesDelete the unwanted faces
Delete the unwanted faces

Step 3

With the motor chamber mesh selected, go to Create UVs > Automatic Mapping command.  

Automatic MappingAutomatic MappingAutomatic Mapping
Automatic Mapping

Step 4

You can see the result inside the UV Texture Editor window.

UV Texture Editor windowUV Texture Editor windowUV Texture Editor window
UV Texture Editor window

6. Unwrapping the Pipe Controller Box

Step 1

With the pipe controller box polymesh selected, go to Show > Isolate Selected and check on View Selected command to isolate the selected object.

Show  Isolate SelectedShow  Isolate SelectedShow  Isolate Selected
Show > Isolate Selected

Step 2

With the entire surface faces selected, go to Create UVs > Automatic Mapping command.

Automatic MappingAutomatic MappingAutomatic Mapping
Automatic Mapping

Step 3

You can see the unwrapped UVs inside the UV Texture Editor.

UV Texture EditorUV Texture EditorUV Texture Editor

Step 4

Invert the face selection mode to select the cover poly mesh. Go to Create UVs > Planar Mapping.

Planar MappingPlanar MappingPlanar Mapping
Planar Mapping

Step 5

In this way, you have unwrapped the pipe controller box polygon mesh. Now, you have to attach the distracted UVs according to the polygon shape by using Sew UV Edges command.

Sew UV Edges commandSew UV Edges commandSew UV Edges command
Sew UV Edges command

Step 6

For using Sew UV Edges command, you have to select the edges inside the UV Texture Editor. So, being in the edge selection mode, select an edge. After selecting an edge, its mutual corresponding edge which you would attach it with, would be highlighted automatically.

Sew UV Edges commandSew UV Edges commandSew UV Edges command
Sew UV Edges command

Step 7

With the corresponding edges selected, go to Polygon > Move and Sew UV Edges command inside the UV Texture Editor window.

UV Texture Editor windowUV Texture Editor windowUV Texture Editor window
UV Texture Editor window

Both UVs are attached now. 

Both UVs are attachedBoth UVs are attachedBoth UVs are attached
Both UVs are attached

Step 8

In this way, you have to attach multiple UVs to form a complete unwrapped and boxed shape as shown in the following image.

Attach multiple UVsAttach multiple UVsAttach multiple UVs
Attach multiple UVs

Step 9

In the same way, you have to attach the gapped UVs. So, with the corresponding edges selected, go to Polygon > UV Texture Editor > Move and Sew UV Edges.

Move and Sew UV EdgesMove and Sew UV EdgesMove and Sew UV Edges
Move and Sew UV Edges

Step 10

After completing the unwrapping of the pipe controller box, arrange the UVs layout as shown in the following image.

Arrange the UVsArrange the UVsArrange the UVs
Arrange the UVs

7. Unwrapping the Dial Case

Step 1

With the dial case mesh selected, go to Show > Isolate Select and turn on View Selected check box to isolate the selected object.

Isolate the dial caseIsolate the dial caseIsolate the dial case
Isolate the dial case

Step 2

With the dial case mesh selected, go to Create UVs > Automatic Mapping command.

Automatic MappingAutomatic MappingAutomatic Mapping
Automatic Mapping

Step 3

You can see the result inside the UV Texture Editor window.

UV Texture Editor windowUV Texture Editor windowUV Texture Editor window
UV Texture Editor window

Step 4

With the inner border edges selected, go to Polygon > Move and Sew UV Edges command.

Move and Sew UV Edges commandMove and Sew UV Edges commandMove and Sew UV Edges command
Move and Sew UV Edges command

Step 5

This is what you would get after sewing the extracted UVs.

The resultThe resultThe result
The result

Step 6

In this way, you have completed the back side projection UVs as shown in the following image.  

Back side projectionBack side projectionBack side projection
Back side projection

Step 7

Following the same way, complete the other side’s UVs also.

Repeat the processRepeat the processRepeat the process
Repeat the process

Step 8

With the back side’s faces selected, go to Create UVs > Planar Mapping command.

Planar MappingPlanar MappingPlanar Mapping
Planar Mapping

Step 9

Following the unwrapping method stated in the earlier steps, unwrap and sew the UVs of the back faces.

Unwrap and sew the UVs of the back facesUnwrap and sew the UVs of the back facesUnwrap and sew the UVs of the back faces
Unwrap and sew the UVs of the back faces

Step 10

Scale down the UVs and fit them inside the layout area.

Scale down the UVs and fit them inside the layout areaScale down the UVs and fit them inside the layout areaScale down the UVs and fit them inside the layout area
Scale down the UVs and fit them inside the layout area

8. Unwrapping the Under Section Pipe Channel

Step 1

With all section pipes selected, go to Mesh > Combine command to attach all selected pipes together.

Mesh  Combine commandMesh  Combine commandMesh  Combine command
Mesh > Combine command

Step 2

Isolate the pipes. With the faces of the pipes selected, go to Create UVs > Planar Mapping command.

Planar Mapping commandPlanar Mapping commandPlanar Mapping command
Planar Mapping command

Step 3

You get the unwrapped UVs of the pipes as shown in the following image.

Unwrapped UVsUnwrapped UVsUnwrapped UVs
Unwrapped UVs

Step 4

With the same faces selected, go to Edit > Invert Selection command to invert the selection.

Edit  Invert Selection commandEdit  Invert Selection commandEdit  Invert Selection command
Edit > Invert Selection command

Step 5

With the inverted faces selected, go to Create UVs > Planar Mapping command.

Create UVs  Planar Mapping commandCreate UVs  Planar Mapping commandCreate UVs  Planar Mapping command
Create UVs > Planar Mapping command

Step 6

In this way, the unwrapping of under section pipe channel is completed.

Unwrapping of under section pipe channelUnwrapping of under section pipe channelUnwrapping of under section pipe channel
Unwrapping of under section pipe channel

9. Unwrapping the Fuel Hand Pump Holder

Step 1

With the fuel hand pump holder polygon mesh selected, go to Create UVs > Planar Mapping command.

Create UVs  Planar Mapping commandCreate UVs  Planar Mapping commandCreate UVs  Planar Mapping command
Create UVs > Planar Mapping command

Step 2

You can see the fuel hand pump holder’s UVs inside the UV Texture Editor window. Go to Tool > Smooth UV Tool command.

UV Texture EditorUV Texture EditorUV Texture Editor
UV Texture Editor

Step 3

After applying Smooth UV Tool command, you get Unfold and Relax sliding options. Use both commands to unfold and relax the UVs.  

Smooth UV ToolSmooth UV ToolSmooth UV Tool
Smooth UV Tool

Step 4

To unfold a particular folded UV, go to Polygon > Unfold command to unfold the selected folded UVs as shown in the following image. 

Polygon  UnfoldPolygon  UnfoldPolygon  Unfold
Polygon > Unfold

Step 5

In this way, the unwrapping of the fuel hand pump holder is completed. You can see the result in the following image. 

Unwrapping of the fuel hand pump holderUnwrapping of the fuel hand pump holderUnwrapping of the fuel hand pump holder
Unwrapping of the fuel hand pump holder

10. Unwrapping the Pipe Connector Chamber Box

Step 1

With the pipe connector chamber box polygon mesh selected, go to Create UVs > Automatic Mapping command.

Create UVs  Automatic Mapping commandCreate UVs  Automatic Mapping commandCreate UVs  Automatic Mapping command
Create UVs > Automatic Mapping command

Step 2

Following the same way, complete the unwrapping of the pipe connector chamber box. You can see the unwrapped UVs layout in the following image. 

Unwrapped UVs layoutUnwrapped UVs layoutUnwrapped UVs layout
Unwrapped UVs layout

11. Unwrapping the Hand Pump

Step 1

With the hand pump polygon mesh selected, go to Show > Isolate Select > View Selected and turn on its option box to isolate the selected object.

Show  Isolate Select  View Selected Show  Isolate Select  View Selected Show  Isolate Select  View Selected
Show > Isolate Select > View Selected 

Step 2

With the hand pump model polygon mesh selected, press F10 key for edge selection mode. Double-click on the middle edge to select the edge loop. 

Edge selection modeEdge selection modeEdge selection mode
Edge selection mode

With the edge loop selected, go to Edit UVs > Cut UV Edges command to split the mesh in half.

Edit UVs  Cut UV EdgesEdit UVs  Cut UV EdgesEdit UVs  Cut UV Edges
Edit UVs > Cut UV Edges

Step 3

With any of the faces selected, go to Select > Select Shell command in the UV Texture Editor window.

Select  Select Shell Select  Select Shell Select  Select Shell
Select > Select Shell 

Step 4

With one side’s faces selected, go to Create UVs > Planar Mapping.

Create UVs  Planar MappingCreate UVs  Planar MappingCreate UVs  Planar Mapping
Create UVs > Planar Mapping

Step 5

With planar mapping applied on both sides’ shells, you can see the UVs layout in the UV Texture Editor window.

UV Texture Editor windowUV Texture Editor windowUV Texture Editor window
UV Texture Editor window

Step 6

With rest of the fuel controller chamber mesh selected, go to Create UVs > Cylindrical Mapping command.

Create UVs  Cylindrical Mapping commandCreate UVs  Cylindrical Mapping commandCreate UVs  Cylindrical Mapping command
Create UVs > Cylindrical Mapping command

Step 7

After applying the cylindrical mapping, adjust the UVs in the UV Texture Editor window. 

UV Texture Editor windowUV Texture Editor windowUV Texture Editor window
UV Texture Editor window

Step 8

It’s time to sew the seams of the UVs. Being in the edge selection mode, select any two corresponding edges and go to Polygons > Move and Sew UV Edges command.

Polygons  Move and Sew UV Edges commandPolygons  Move and Sew UV Edges commandPolygons  Move and Sew UV Edges command
Polygons > Move and Sew UV Edges command

Step 9

After sewing the UVs, arrange it in the layout area inside the UVs Texture Editor window.

UVs Texture EditorUVs Texture EditorUVs Texture Editor
UVs Texture Editor

12. Unwrapping the Handle and Trigger

Step 1

Isolate the handle and trigger polygon meshes.

Isolate the handle and trigger polygon meshesIsolate the handle and trigger polygon meshesIsolate the handle and trigger polygon meshes
Isolate the handle and trigger polygon meshes

Step 2

Following the previous method, select the faces of the handle and trigger and apply planar mapping. Arrange the UVs properly inside the layout area of the UV Texture Editor window.

UV Texture Editor windowUV Texture Editor windowUV Texture Editor window
UV Texture Editor window

13. Unwrapping the Nut and Bolt

Step 1

With all four nut bolt meshes selected, combine them together. Apply planar mapping on the top faces and cylindrical mapping on the side faces.  

Select all nut boltsSelect all nut boltsSelect all nut bolts
Select all nut bolts

Step 2

In this way, the unwrapping of all bolts is done. Arrange them all inside the UV Texture Editor properly.

UV Texture EditorUV Texture EditorUV Texture Editor
UV Texture Editor

14. Unwrapping the Angle Pipe

Step 1

Isolate the angle pipe mesh. Select the indicated edge loop of the angle pipe mesh as shown in the following image.

Isolate the angle pipe meshIsolate the angle pipe meshIsolate the angle pipe mesh
Isolate the angle pipe mesh

Step 2

Apply cylindrical mapping and arrange the unwrapped UVs in the layout area. 

Apply cylindrical mappingApply cylindrical mappingApply cylindrical mapping
Apply cylindrical mapping

Step 3

In this way, the unwrapping of the entire fuel pump is completed. 

The unwrapping is doneThe unwrapping is doneThe unwrapping is done
The unwrapping is done

Conclusion

In the next part of the tutorial, I'll show you how to apply textures on the unwrapped faces of the fuel pump.