Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 1 25-07-2003 , 07:04 PM
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UV Mapping

I know its a simple question, and I did try a search before I asked this question but can someone tell me how to cut UV's while I'm in the UV Texture Editor, so I can move em and sew em up again?


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# 2 25-07-2003 , 07:17 PM
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select the edge, cut, then you can move the UVs and select the edge you want to sew.

# 3 27-07-2003 , 01:58 PM
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the option is polygons>>cut UVs I think (while in the texture editor)

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# 4 27-07-2003 , 04:10 PM
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editing UVs really sucks... its so damn tedious!!!

# 5 27-07-2003 , 05:22 PM
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yup user added image it's a good motivator to learn renderman SL that way you dont need to do this nasty activity user added image

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# 6 27-07-2003 , 05:30 PM
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unless you want to go into games or something.

# 7 27-07-2003 , 05:31 PM
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I am intrigued. what is render man SL and how do i get it? is it free user added image I have no money right now user added image

# 8 27-07-2003 , 06:23 PM
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Originally posted by Pure_Morning
yup user added image it's a good motivator to learn renderman SL that way you dont need to do this nasty activity user added image

Alan

cool, but
how do you position textures/deal with parametrization there, then?

# 9 27-07-2003 , 10:20 PM
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Laying out UV suck=(


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

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# 10 28-07-2003 , 03:29 AM
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I don't mind laying out uv's (much hehe..) but I HATE when you do this TIME-CONSUMING tedious and perfect job doing it, only to find stretching STILL.

Hate that...


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# 11 28-07-2003 , 07:18 AM
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uv = evil! I would rather texter each face by hand then do UVs. Even that is less tedious. haha!


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# 12 28-07-2003 , 07:22 AM
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You guys whine too much. UVs are easy. user added image


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# 13 28-07-2003 , 12:14 PM
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how do you position textures/deal with parametrization there, then?

with renderman SL you can use the point position that you are shading at that time. You can then do calculations based on that.

pixar only use UV mapping for decals and lettering all of their texturing is done using renderman. And no it's very very not free. But there are a few renderman compliant renderers that are.... emm i think they are air, brmt, angel (being developed by one of my lecturers).

It's worth looking into and it can really help you get a job in the industry too.

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# 14 28-07-2003 , 12:27 PM
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its all in the signature user added image


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# 15 28-07-2003 , 12:46 PM
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yeah that's a good point actually check out the research page at the bottom of my sig. That's all on that subject

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