Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 21-08-2011 , 04:52 PM
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Looking for

a tutorial on how to PROPERLY clean up a uv export. Like sewing and welding, that kind of stuff. A step by step video of how to work with uvs and get them cleaned up and ready for texturing. I'm good on the modeling part, that I can do.

Thank you


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# 2 21-08-2011 , 05:31 PM
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Ugh- Im looking for that too. I keep texturing things in Mudbox and when I reimport them to Maya they look terrible. I think it is my UVs.

# 3 21-08-2011 , 06:37 PM
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What kind of things are you looking at unwrapping?


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# 4 21-08-2011 , 07:06 PM
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weapons, vehicles and low poly characters


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# 5 21-08-2011 , 07:54 PM
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Imagination is more important than knowledge.

Last edited by NextDesign; 21-08-2011 at 07:59 PM.
# 6 21-08-2011 , 08:13 PM
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well in the vimeo video i don't see how 3dsmax video is helping me if i use maya?

but i watched it and it moves so freaking fast i can't tell what he's doing. i don't know how he made the uv pieces fit so nicely on top of each other or how he did that mirroring effect?

when i unwrap an object i get like literally 1000 pieces and then what, i'm supposed to lay the right side pieces on top of the left side pieces and thus have mirrored uvs that later i will texture?? it goes so fast for him, my uv process takes like days and days and i get really pissed off because i know i'm doing it all wrong

i was looking for a video to help me on this site

i was looking at this one
https://simplymaya.com/autodesk-maya-...=179&sub_cat=0


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# 7 21-08-2011 , 08:34 PM
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# 8 21-08-2011 , 09:27 PM
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well in the vimeo video i don't see how 3dsmax video is helping me if i use maya?

Quick word of advice. Always say thanks to the person who's trying to help you when you write a reply. Because if you don't, and you just shut down their ideas, people won't really want to help you. Just be aware of it in the future.


Imagination is more important than knowledge.

Last edited by NextDesign; 21-08-2011 at 09:29 PM.
# 9 21-08-2011 , 10:39 PM
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when i unwrap an object i get like literally 1000 pieces...

don't use auto mapping.

# 10 21-08-2011 , 11:31 PM
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don't use auto mapping.

I don't agree with that. Automatic mapping is a god send. Part of the tick of UVing, is knowing which unwrapping method to use.


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# 11 22-08-2011 , 03:16 AM
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well yes, I also use auto mapping all the time, but i know what i'm doing. Its hardly efficient for a beginner trying to piece things back together quickly.
thats all i meant smarty pants.

# 12 22-08-2011 , 03:42 AM
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Alright alright, you could've been more clear in your first post :p


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# 13 22-08-2011 , 05:10 AM
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i made a simple barrel to try my un wrapping skills. i selected cylindrical unwrapping thinking that would be a logical choice. the body of the barrel went ok but the top and bottom of the barrel got exported as a flat face on it's side so it's an edge and not a face if that makes sense. i clicked the face top and bottom of the barrel and that long edge showed up in my uv editor in maya. i don't know but i think maya flipped the face on it's side and that's why it looks like an edge.

what gives?


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# 14 22-08-2011 , 10:35 AM
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Alright alright, you could've been more clear in your first post :p

haha, thats true. finished work at 4:30am last night. I was going a bit crazy.

# 15 22-08-2011 , 10:36 PM
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After cylindrical unwrapping your barrel, select the tops and bottom faces separately and do a planar unwrap of them from above. Then you'd have three UV shells: the sides of the barrel, the top of the barrel, and the bottom of the barrel.

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