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-   -   Danny's UV tools ROCK!!! (https://simplymaya.com/forum/showthread.php?t=5961)

ragecgi 25-05-2003 08:49 PM

Danny's UV tools ROCK!!!
 
HOLY CRAP!!!

I finally got a chance to start texturing part of my ARGUS ship model, and just watching the UV editor window while the UVLayout script is running was SOOOO fricken COOL!!

Kudos to you and all who worked on it!!!

It has turned what I thought was going to be a month or longer texturing process, into probably about a week!

dannyngan 25-05-2003 11:57 PM

Thanks Izzy! Glad to hear you like the scripts. :)

Kurt 26-05-2003 12:32 AM

I cant get them to work... then again i suck=( not good with mel.. make a tut for me...... Muhahahaha

dannyngan 26-05-2003 12:49 AM

Kurt, what's not working with the scripts? If you followed the directions in the readme file, everything should work ok.

Kurt 26-05-2003 12:57 AM

Yeah im just slow heheheh.. im dyslexic, and some times what should be easy gives me trouble=(...

ragecgi 26-05-2003 01:08 AM

question...
 
1 Attachment(s)
Ok, now that my uv's are laid out almost, (hehe... I said laid, hehe..)
I'm not done yet, but I wanted to ask you now befor I continue to possibly uv myself into a corner that I cant get out of.

Below is a shot of them on my unsmoothed cabin to my ship model. (not quite done tweaking details yet tho.

Eventually, I wanna have the pieces welded together to make one big piece, (like you did on your test character)
..or even a few large pieces, so I can export it to PS, paint it, then import it back to Maya.

I wanted to ask if I'm starting with a LOT of shaders, then I join all the major UV pieces that can be joined, how do I know what shader belongs to the lager, newly joined UV piece(s)?

..so that I can know what shader to put the image onto.

Thanks for any info!

dannyngan 26-05-2003 01:26 AM

Well, it really doesn't matter too much which shaders are on the faces. The vast number of shaders generated by my scripts are simply there for the purposes of projection mapping. Once that is done, you don't need them anymore. What I generally do is assign a completely new shader to the entire shape and just delete all of the now unused colored lamberts. If you need to find out which shader is assigned to a particular face, you can use getMaterial.mel for that.

ragecgi 26-05-2003 01:45 AM

DUH!!! my bad:)

Got it:)

Thanks man, and if I have any other q's, I'll either pm ya, or most likely ask you in irc while I'm doin it:)

ragecgi 26-05-2003 08:58 AM

One last thing...

Your shader tip worked a charm:)

However, after spending about 4 hours tweaking uv's, I thought of something. (doh!!)

Um, should I be selecting faces, and running your scripts on my object AFTER smoothing it?
..or before smoothing?

I ask because after doing a uv snapshot of my unsmoothed object uv's, I plopped a test texture in it & saved it out as a tif, then I applied that back to the color slot of my shader, and did a test render, and...

It was garbled a bit?

Just wondering:)

kbrown 26-05-2003 01:05 PM

File -> Optimize Scene Size also gets rid of unused render nodes. Be sure to check the options so you don't accidentally delete something important...

Kurt 26-05-2003 01:11 PM

Izzy.. thanks dude its working now=)

ragecgi 26-05-2003 05:28 PM

NP:)

dannyngan 26-05-2003 10:31 PM

Quote:

Originally posted by ragecgi
One last thing...

Your shader tip worked a charm:)

However, after spending about 4 hours tweaking uv's, I thought of something. (doh!!)

Um, should I be selecting faces, and running your scripts on my object AFTER smoothing it?
..or before smoothing?

I ask because after doing a uv snapshot of my unsmoothed object uv's, I plopped a test texture in it & saved it out as a tif, then I applied that back to the color slot of my shader, and did a test render, and...

It was garbled a bit?

Just wondering:)

You might want to try deleting the history before smoothing. I've found that when dealing UVs, the history can cause a lot of problems.

ragecgi 27-05-2003 02:40 PM

Quote:

I ask because after doing a uv snapshot of my unsmoothed object uv's, I plopped a test texture in it & saved it out as a tif, then I applied that back to the color slot of my shader, and did a test render, and...
It was garbled a bit?
ooops, sry, I meant to say that it was garbled AFTER I smoothed it.

Will try the history tip now:)

Thanks!

ragecgi 28-05-2003 04:21 AM

1 Attachment(s)
Well, I think I may have done something wrong, cause it's still doing it:(
(SEE PIC BELOW)

I have NO problems starting over, as I have a non-uv'd backup of my model piece, so I was wondering if I should just smooth it first, then just suck-it-up and deal with wading through the high poly/uv count?

Again, sorry for being a pain...

PS - lemme know if I should start posting this in the Texturing section, as this doesn't really have much more to do with your awsome tools:)

dannyngan 28-05-2003 04:44 AM

Hmm... not sure how to fix that. That's nothing wrong with my scripts -- it's definitely an issue with how Maya handles mesh smoothing and UVs. You might check out this page for a possible solution (I haven't tried it myself yet, but I've seen lots of references to it on CG-Talk):

http://www.drone.org/tutorials/uv_smoothing.html

kbrown 28-05-2003 05:59 AM

Gonna keep this url! Thanks.... :)

ragecgi 28-05-2003 02:41 PM

Thanks much for all your help m8!

ragecgi 28-05-2003 06:58 PM

Thanks for the tut Danny!

..only one problem... he doesn't have that plug compiled for 4.5 :(

..well.. back to the drawing board..

Alan 29-05-2003 06:32 PM

I had the same problem:

http://forums.simplymaya.com/showthr...?threadid=5293

I never thought of deleting the history...
:(

ALan

Witchy 29-05-2003 09:04 PM

Danny just to say thanks for this script- I mentioned UV Unwrap and you mentioned you had written a script that did the same things, so I thought I would give it a try. It works really well!

Used it for my fish in the tournament thing we are currently doing and it made life much easier. I finally had a UV layout that was useable to paint with in PS and it went back on the model with only a little tweaking needed. Combined with the SM tut on UV wrapping (with the rabbit) and I finally have a little more understanding of this UV mapping lark. Thanks!

ragecgi 29-05-2003 09:07 PM

I remember that man... sorry I couldn't help ya, as you can see, I'm having the same issue.

Danny gave a link above to a GREAT explanation for the reason why we are having these problems, (THANKS DANNY!!!)

...anyway, the guys' friend wrote a plugin for Maya 4.0 that cures the issue, however I believe both of us are on Maya 4.5....

Though the theory can be implemented by hand quite easily, my fear is that I might be wasting my time because I cannot believe we are the only two with this issue.

So for poops & giggles, I'm going to try posting at CGTalk to see what others have done.

..yeah, yeah, I know, it's dangerous to post there, but hopefully, my kung-fu will prevail:) hehe...

Wish me luck, and I'll post any help I get in the proper sectionfrom now on...




.
.
.
.
.....starting...... NOW! hehe...

movinghold 04-06-2003 07:38 PM

hey danny,

i use your uvtools from now on ......works real good...

a friend 3rdDimension told me about it....


thanks..

strarup 30-06-2003 07:42 AM

Hi Rage,

have you e.g. tried SmoothUV... it should work with 4.5 -->
http://perso.wanadoo.fr/coyhot/Code_SmoothUV.htm

it is in french, but you can get some of it translated throu this site... -->
http://babelfish.altavista.com/
(otherwise english is included in the downlabled file)

I believe it is on Highend also, but I can't remenber were... :)

there is also some goodies on this site "Creating High Res Polygonal Models"... where Ben Bathen comes with some good things regarding UV...
http://www.benbathen.com/Tutorial.html
the tutorial and melscripts can be downloaded on this site...
http://www.benbathen.com/MelScripts.html

I don't know if it will solve your problem... otherwise we could hope that Imre Tüske will update the plugin which is used on Oliver's site... :)

regards

Strarup

ragecgi 30-06-2003 11:44 PM

Thanks for the tips and links starup!

...problem is, I just upgraded to 5.0, and the problems seem to have been fixed:)

Thanks for the 4.5 tips and links as I'm SURE someone will find them very handy m8!


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