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
Just out of curiosity I was wondering what other peoples UV unwrap work flow is like.
I do a quick unwrap of all my assets and go back through and clean up after I have a basic unwrap of everything (kind of like blocking out a mesh and cleaning up and detailing later).
I do something similar (albeit I haven't been doing it long). Anyhow, I use a combo of auto and planar, then restitch edges in the editor. On more complicated organic models I use Headus UV Layout.
I'm among the artists who dislike this process, so hopes are that Ptex (or something similar) gains enough ground and/or improves rapidly enough so that laying out UVs become a thing of the past.
It's whiny to even mention but the only problem I have with it is the whole OBJ save out and reload thing. I still love it, but it needs to be integrated as a plugin (in my case, Maya).
I use that, but still usually end up with a good amount of editing. Might be that I just dont understand how the tool works, or its the way I am doing my seams.
Not sure about roadkill but Headus is an external program. Also how does Headus work with hard surface objects? seems like it works well on organic models (at least the videos I have seen).
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