Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 26-11-2015 , 11:34 AM
Registered User
Join Date: May 2015
Posts: 14

UV Distortion Maya 2016

Hi,

Ok although I am new at this I have watched considerable video's on getting UV's scaled and maximized in 0 to 1 space. I have used UVLayout with Maya plugin in version 2016. I have broken my GEO out into various components in order to maximize pixel density for use in substance designer/painter. However, this is my very first model completely built on my own along with UV mapping. I hope you can see some issues I am having from the screen shots. Some shots have Maya built in checker pattern from UV check and distortion algorithm at work while the others I have applied an actual checker material via the editor itself. I thought the goal is to get the pixel density the same size while maintaining good distortion. However, it appears the two are working against each other. I either get good distortion appearance (by white colored appearance) but then actual texture looks horrible with different checker sizes. When I scale down one set of UV's it goes horribly red but the actual sizes of the UV pieces appear comparable to others. Could that UV map in particular be corrupted for that one piece of GEO?

See attached

Thanks,

Attached Thumbnails

Last edited by selement; 26-11-2015 at 11:44 AM.
# 2 26-11-2015 , 03:00 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
I wouldn't worry too much about the red "distortion" evenly applied to all your UVs. If they are all scaled uniformly and they weren't distorted before you scaled them all down, then they shouldn't be distorted when you scale them uniformly. Not sure why Maya displays it that way, maybe someone else knows a reason for it.

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