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 07-01-2004 , 07:51 AM
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UV transfer

I have a problem in transferring UV's .I had a model which was unwraped in maya.Then we took the model to lightwave for doing the shapes.So before doing the shapes,we added some points on the base model in lightwave and made the shapes .Now we again brought the file to maya in obj format.Now i dont have the UVs.My problem is i am not able to transfer the UVs between the models since the number of vertices are not the same.How can i rectify this??

# 2 07-01-2004 , 01:49 PM
mtmckinley's Avatar
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That's a stipulation of the UV Transfer... the models have to be identical in number of points. Not only that, they pretty much have to be a direct duplication of each other. If you made an object that had 20 points, and then made another object from scratch that also had 20 points, that wouldn't work, either.

# 3 07-01-2004 , 11:48 PM
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It might be a bit to late. but it is posible to take the origanal with the good uv's. cut off the parts that were/will be changed. Import the obj from light wave.. cut out the changed parts you want off the new altered object... UV map just the changed parts.. make sure to move the UV's out of the way in texture space on the edit object, of whare the origanals will apear in the map. Combine the poly objects. Now both UV's should apear on the new single object, merg the edges, sew UV's togather. Its still a bit of work, but if you have a lot of time and work in the UV's it can be very worth it.. try it out with a simple ojbect first to get the hang of it.

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