To Answer your question: In Maya’s UV Editor, go to UV Sets, and Create Empty UV Set.
Then, you can use the Auto create UV maps, from the UV option in the main window.
A Brief explanation, Of what I think youre really looking for.
Black and Whites are the most important thing someone whos texturing needs to understand. Black and Whites as I call them are alpha channels, and or a way of telling the computer what -1, 0, and 1 are. So, any value in your texture that you want can be done simply using black and white in your text instead of dialing in numbers.
Ill break it down for you like this. You have your texture of your dragon in PS or w.e, create a seperate layer for the horns that is white, and everything else is black. You can then save out that b&w image, plug it into your emissive and the only thing that will glow will be the horns. At that point, you multiply a 3 vector (color) on top of the black and white, then plug that multiply into another multply that has a scalar param into the bottom that you can use to control the strength of the glow. Use that method for metal, roughnes, spec, etc.
Last example ill leave with you:
Your albedo= color
Your metal = a b&w image of the eye cornea, various parts of wings etc
Your Rough= the same as your metal but inverted, or not. play with it
Your Emissive= a b&w of your horns. For Transluceny, it works the same way. Just remember, Pure grey will leave you in the middle. This is also how landscapes determine height, by using b&w. You learn that technique, you can separate a texture like a master.
