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 27-05-2005 , 11:16 AM
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help with UV texture editor

i want to set up my texture in the UV texture editor, so it looks similar to my model - for example for his shirt the front, back, and sides should be discernable and nicely laid out, ready to be painted. but my UVs are a mess and i can't figure out how to organize them better. am i missing a step, or is it something that takes time to go in and clean up by hand?

# 2 27-05-2005 , 12:52 PM
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have you used any mapping? planar,automatic etc.
post a pic so we can see whats happening.

# 3 27-05-2005 , 01:32 PM
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you already answered my question - i was looking at the UV texture editor image before assigning any sort of mapping. the polys i made looked unfolded like a box. i looked at what you wrote, and tried to map it, and sure enough it makes sense now. thanks. that was easy, huh?

# 4 27-05-2005 , 01:40 PM
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oops i spoke too soon - let's say i use planar mapping on the face. now in the texture editor, i can see the face clearly, but the back of the head is behind the face, so i can't paint on both. i figured if i cut the UVs apart i could put them next to each other, but it doesn't seem to work. how can i get in there and seperate the pieces of the poly apart without just automatic mapping?

thanks.

# 5 28-05-2005 , 07:59 AM
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planar maps map the object from one angle. if you were to uv map your face using planar maps ud probably have 1 uv map ontop 1 on front 1 on either side and 1 on the back (5 uvmaps) or for a head you could use a cylindrical map.

try this tutorial

click here

hope this helps.

# 6 28-05-2005 , 01:22 PM
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thanks for the link, yeah i had read it before but forgot where i found it - it makes sense now though thanks.

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