Uv Mappin

Hi everyone here on Highend3D
I m a new member here and i m from Germany so sry for my engl.
I got Maya6 unlimited since 2 weeks and watched a couple of videotuts
but I still got problems and i can t go on with my work.

What i m doin is Models in Maya6 and exporting them into a
directx9 game called "Call of Duty2" for using them in the "Radiant" mappin Tool
to creating a new map for that game.
I got a plugin for it and it does all funktion preety well
i exported 2 moddels already
a simply box with texture and a dounut ,very ugly by the way.

But now i did try this here:
-I build in Maya6
-with the create- CV Curve Tool
-and the -snap to grinds
-and the surfaces -revolve
-a rotating around the Y-axses
----->and got then a 3D Object lookin like a beerbottle

Ok ,now my problem is following:
now i have to texture it and i have to do most important a UV snapshot of it
but when i select the Object and choose Edit Polygons-Texture-Automatic Mapping
it does appear the Error:Current selection doesn t match required selection type
all other Texture Mapping doesn t funktion, too.
So i can t bring it up in the UV Texture Editor,
when i open it ,there is nothing in it of the object,
so what have i to do to get my object there so i can snapshot & texture it,
or is that not possible to texture it ,cos i made it out of a Y-axes rotation ?
thx for help (and pls try to explain the answer simple cos i m a noob and german, sry for that)

You have anurbbs surface and nothing polygonal works on it! Convert it to

Polygons, subD, and nurbs/curves. These three groups are separate and different so in order to use tools for that group, the object must be of the same type that the tools are. Besides you cant get Nurbs or subdivision into games, you must convert everything into polygons before exporting.

yeaaaaaaaaa that was it ,thx to u all very nice u helped me with that,
I did understand it now ,there are 3 ways for moddeling but i need the polygon
in the end of the object so Maya can do uv-vertis on it and then Maya can
load it up in the uv texture editor and do a snapshot of it ---->absolisha splinded thx :slight_smile:
so i only selected it did Modify-convert-nurbs to polygon i did it twice and ready to go...
cya all broski

Maya actually assigned you with quite perfect uv coordinates when you did the lathe so auto mapping it afterwards is not smart.