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 07-02-2004 , 02:55 PM
strobe7's Avatar
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baking textures

How do I take all my mapped faces and projections and bake them into one map?
I have a beast with about 10 planar texture maps - messy, and I want to combine all of them into one projection, or just remove them all, but have the overall map be updated?

I also want to export to max and have the textures go with it, is this baking?

Sorry, I have never dealt with baking before. (currently looking it up)

Thanks


Lungs not guns....
# 2 07-02-2004 , 03:16 PM
Pony's Avatar
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do you have one complete UV map for the whole object ?

it might be baking.

# 3 07-02-2004 , 04:03 PM
mtmckinley's Avatar
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I'm assuming you mean planar UV maps.

No matter how many you have, they all should be 1 UV map. If you have one of them selected, only it will show up in the UV Editor, but if you just select the model, all of them will show up for editing.

As for exporting to max, just make sure the UVs are layed out and export as an obj. Max does have an obj import plugin, or you can use a program talked about in the recent export thread to convert the .obj to a .3ds file. In max, it won't have the textures applied, but it will have the UVs and it's a fairly simple matter to apply the textures again.

Note that maya materials and material effects and settings are not compatible with Max's, so if you have a special material that you've set up, the only thing i know to do is to remake it in Max. There is no way to convert it over, as far as I know.

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