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Old 09-10-2008, 08:59 AM   #1
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Default Poser model imported to maya *way to fix uv?

Hi, i Imported a model from poser 7 into maya 8.5. I need to be reminded how I can unwrap the uv since all poser uvs look like this:



I think I remember it being under the polygons menu?
Not sure, anyone know?
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Old 09-10-2008, 09:19 AM   #2
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I would start by selecting UV shells and moving them into aome free space.

once there all sepperated then have a look to see whats the best way to go about mapping it
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Old 09-10-2008, 10:02 AM   #3
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Thanks, I actually figured it out, it was under create Uvs> Automatic UV. This is what the UV looks like now:



much better to paint on
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Old 09-10-2008, 10:48 AM   #4
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I made a tutorial on UV mapping If you need it
http://elephantanimations.110mb.com/uvmapping.html
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Old 09-10-2008, 10:52 AM   #5
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That's the move UV shell tool Steve was telling you about. Those tiny pieces look like a total nightmare man.

Edit: forgot the pic :x

Last edited by GecT : 09-10-2008 at 11:01 AM.
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Old 09-10-2008, 11:46 AM   #6
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Haha that takes me back to when we used poser at work for things, basically the model will come in with a few different shaders too.

Basically, You dont need to unwrap as its already been optimised for texturing and unwrapped, its just that youve selected the model with alot of different uv sets. By doing auto mapping you have just cut your own throat by letting maya make lots of tiny uvs that will take forever to sort.

Open the origianl model again then, go to the hypershade and select the model and then graph the materials for the selected objects. Once thats taken care of simply pick one of the shaders and right click 'select object with material' this will then hilite in the uv editor which material is related to the model, you can then export the uv map out for that selection making easier to edit the texture in PS

far easier than farting about with lots of stupid bits

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Old 09-10-2008, 11:52 AM   #7
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Jay, i will have to try that out. Thanks
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Old 09-10-2008, 12:20 PM   #8
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or just select the whole model and go to mesh>separate, and that should do the trick, if I ain't mistaken
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Old 10-10-2008, 03:13 AM   #9
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Originally posted by Joopson
or just select the whole model and go to mesh>separate, and that should do the trick, if I ain't mistaken
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Old 10-10-2008, 08:33 AM   #10
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I don't know what that reaction was about, haha
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Old 10-10-2008, 10:24 AM   #11
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LOL yeah I think 'Roger Irrelevant' is in town....
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