Jump to content

UV Mapping Maya


Recommended Posts

So I made a jacket and I am trying to UV map it in Maya. This is my first real attempt at UV Mapping, so I had a few questions:

 

Some tutorials online seem to suggest breaking up each arm into two planar maps, and then sow them together later.

 

Is there an easy way to accurately highlight half of an arm sleeve? Is there a way in Maya to outline an area to be highlighted? Or do you have to highlight all the faces manually?

Link to comment
Share on other sites

 

Exactly what ur looking for...lazy! I'll watch it too...[Edit: This video shows important powerful tool additions to 2016, my brain slowed down with the possibilities!]:

 

This is the aptitude level I want to get to though:

 

UV mapping can be a pain in the butt IF you don't use forethought during the modeling process FOR the uv unwrap. How many polygons is your model? Usually, always delete faces that won't be seen, and so far all the guys I'm watching love quads. If you are very quad disciplined, you can auto unwrap it in Zbrush or by yourself with the least headaches. [Edit] I just watched a 3 hr video today about making game assets with low poly models and PS texturing, and he didn't care about vertices with 5 or 6 edges at all. It seems, depending on what you need to do, wtf cares. Idk. This professional level stuff is complicated.

 

[Edit] UV unwrapping can get complicated. You can unwrap one of many things you want to use and copy the unwrap to the other objects. You can rotate the map a little to have some variability. Uh oh. I was happy to learn that "relax" is "unfold" [Edit: WRONG, Maya has both methods! fk me] in Maya. I was happy I could sew seams interactively and make seams in Maya now but, I know it's getting complicated when I start to get pissed off at the tone of voice of the instructor in the video...

Edited by jeffglobal
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...