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 02-09-2006 , 10:54 AM
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simple scene

hi, just thought i'd make a simple scene. when i first saw this site i hoped to make a simple scene but couldn't find one. anyway, this is sort of simple and has a few interesting tricks as i go. i hope to animate this using only paint effects and no keying or eepression. I have to run to uni in a minute but i'll try to put up some now.

first is just a nurbs plane divided 25 by 25 (anybody doesn't understand any of this of course I'm happy to answer as well as accept any help)

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# 2 02-09-2006 , 10:56 AM
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next i went to the sculpt surfaces tool

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# 3 02-09-2006 , 10:58 AM
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and i imported a texture map, i used a picture of some mud and it maps the nurbs plane to this, i didnt use the brush, just imported an image into the scupt tool attributes, the more i push 'import' the greater the effect

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# 4 02-09-2006 , 10:59 AM
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the i went to the top view and with the CV curve tool made, obviously, a curve

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# 5 02-09-2006 , 11:02 AM
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then i duplicate that curve and moved them up as i went and right clicked and chose vertex, i then pushed and pulled the pionts into a 'cliff' shape

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Last edited by mirek03; 02-09-2006 at 11:13 AM.
# 6 02-09-2006 , 11:03 AM
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because i duplicated the curve it has equal vertices's which is important when i loft as is the selection order, i selected from the bottom up

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# 7 02-09-2006 , 11:04 AM
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then i went to suraces.., 'loft.'

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# 8 02-09-2006 , 11:05 AM
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i then went to the side (in my case the front) view and using the CV cove tool again i made another curve

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# 9 02-09-2006 , 11:08 AM
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sorry, go back to when i imported the map to the sculpt tool and this is what it looked like, sorry this is a few steps back when i imported the mud map to distort the ground plane

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# 10 02-09-2006 , 11:10 AM
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anyway, back on track, now, with that curve i made in the side (front) view i extruded it along the top curve of the loft, these are the settings and you cant go wrong

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# 11 02-09-2006 , 11:12 AM
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what you get should look like this, i have also put a texture on the cliff for the sake of looks user added image

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# 12 02-09-2006 , 11:15 AM
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now its starts to get interesting (in my opinion anyway) and i hit 8 on the keyboard and bring up the paint canvas, and create a texture, 512 by 512

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# 13 02-09-2006 , 11:16 AM
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i grab a grass brush (I save that texture before to my desk top )

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# 14 02-09-2006 , 11:17 AM
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and i make a tile using a 'new canvas' and clicking on the little arrow box thing above the canvas window, that way it will tile perfectly

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# 15 02-09-2006 , 11:21 AM
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i go to the hypershade and make a Lambert and a file node and connect them (colour), i grab the texture from my desk top i made with the paint canvas and drop it into the top of the cliff, the over hand made from the extruding curve and get this

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