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 21-09-2010 , 10:07 PM
Rhetoric Camel's Avatar
Subscriber
Join Date: Dec 2006
Location: Plattsburgh New York
Posts: 1,222

Quick UV question

I always wonder. Are my UV's supposed to be straight as I can get them without too much stretching or are they supposed to bend like the object I'm uv'ing?

Picture for ease of description, both UV's in this are of the same object, one I made straight and the other one has a curve like the actual object, which one is right? I feel the one on the right is better than the one on the left, but would like other opinions.
user added image

This is the object I'm laying UV's out for, so you can see the curve that I'm talking about of the object
user added image

# 2 21-09-2010 , 11:42 PM
Rhetoric Camel's Avatar
Subscriber
Join Date: Dec 2006
Location: Plattsburgh New York
Posts: 1,222
so I have tried it both ways with the numeric grid to check for stretching, both ways seemed about the same.


Last edited by Rhetoric Camel; 21-09-2010 at 11:48 PM.
# 3 22-09-2010 , 12:13 AM
bullet1968's Avatar
Lifetime Member
Join Date: Feb 2010
Location: Australia
Posts: 4,255
Interesting Mike....so the results were similar eh? hmmmmm I have always wondered this too. UV's are a pain to get the head around

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 4 22-09-2010 , 12:56 AM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
The purpose of UVs is so you can create a 2D texture for 3D space, right?
So if your method of creating the texture in 2D space (e.g. PS) results in a non-distorted render, you should be fine.
Another way of looking at this is to paint a straight line in your texture space. If the line is also straight on your model, you're good. This doesn't necessarily mean that the UVs themselves are in a gridlike pattern.

# 5 22-09-2010 , 01:48 AM
bullet1968's Avatar
Lifetime Member
Join Date: Feb 2010
Location: Australia
Posts: 4,255
But the whole point is too avoid stretching right?? This can be a srious pain in the butt!! I tried one texture on a car speaker for a mate and man...it took about 10 goes to get it to wrap properly!!

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 6 22-09-2010 , 02:36 AM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
No, that's fair, I wasn't saying it was easy... I was more saying that as long as there's minimal distortion and stretching, it shouldn't matter what shape the UVs themselves are, though they'll probably be similar to the shapes of the faces.

# 7 22-09-2010 , 03:41 AM
bullet1968's Avatar
Lifetime Member
Join Date: Feb 2010
Location: Australia
Posts: 4,255
Experimenting is the key I suppose mate.


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 8 22-09-2010 , 10:30 PM
Rhetoric Camel's Avatar
Subscriber
Join Date: Dec 2006
Location: Plattsburgh New York
Posts: 1,222
thanks for clearing it up a bit for me stwert

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads