SimplyMaya Forums

Welcome to the forum, feel free to ask questions here.

Home / forum / Animation / Mel Scripts & Programming / Danny's UV tools ROCK!!!
Register FAQ Members List Calendar Mark Forums Read

New Thread
 
Thread Tools
Old 25-05-2003, 08:49 PM   #1
ragecgi
Super Moderator
 
ragecgi's Avatar
 
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
Thanks: 0
Thanked 13 Times in 12 Posts
Default 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!
__________________
Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
ragecgi is offline   Reply With Quote
Old 25-05-2003, 11:57 PM   #2
dannyngan
Registered User
 
dannyngan's Avatar
 
Join Date: Dec 2002
Location: Seattle, WA
Posts: 1,154
Thanks: 0
Thanked 1 Time in 1 Post
Default

Thanks Izzy! Glad to hear you like the scripts.
__________________
Danny Ngan
Animator | Amaze Entertainment
my website | my blog | my job
dannyngan is offline   Reply With Quote
Old 26-05-2003, 12:32 AM   #3
Kurt
Registered User
 
Kurt's Avatar
 
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,309
Thanks: 0
Thanked 64 Times in 64 Posts
Default

I cant get them to work... then again i suck=( not good with mel.. make a tut for me...... Muhahahaha
__________________
I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
Kurt is offline   Reply With Quote
Old 26-05-2003, 12:49 AM   #4
dannyngan
Registered User
 
dannyngan's Avatar
 
Join Date: Dec 2002
Location: Seattle, WA
Posts: 1,154
Thanks: 0
Thanked 1 Time in 1 Post
Default

Kurt, what's not working with the scripts? If you followed the directions in the readme file, everything should work ok.
__________________
Danny Ngan
Animator | Amaze Entertainment
my website | my blog | my job
dannyngan is offline   Reply With Quote
Old 26-05-2003, 12:57 AM   #5
Kurt
Registered User
 
Kurt's Avatar
 
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,309
Thanks: 0
Thanked 64 Times in 64 Posts
Default

Yeah im just slow heheheh.. im dyslexic, and some times what should be easy gives me trouble=(...
__________________
I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
Kurt is offline   Reply With Quote
Old 26-05-2003, 01:08 AM   #6
ragecgi
Super Moderator
 
ragecgi's Avatar
 
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
Thanks: 0
Thanked 13 Times in 12 Posts
Default question...

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!
Attached Thumbnails
Click image for larger version

Name:	dannyuvtst.gif
Views:	174
Size:	44.3 KB
ID:	7268  
__________________
Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
ragecgi is offline   Reply With Quote
Old 26-05-2003, 01:26 AM   #7
dannyngan
Registered User
 
dannyngan's Avatar
 
Join Date: Dec 2002
Location: Seattle, WA
Posts: 1,154
Thanks: 0
Thanked 1 Time in 1 Post
Default

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.
__________________
Danny Ngan
Animator | Amaze Entertainment
my website | my blog | my job
dannyngan is offline   Reply With Quote
Old 26-05-2003, 01:45 AM   #8
ragecgi
Super Moderator
 
ragecgi's Avatar
 
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
Thanks: 0
Thanked 13 Times in 12 Posts
Default

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
__________________
Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
ragecgi is offline   Reply With Quote
Old 26-05-2003, 08:58 AM   #9
ragecgi
Super Moderator
 
ragecgi's Avatar
 
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
Thanks: 0
Thanked 13 Times in 12 Posts
Default

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
__________________
Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
ragecgi is offline   Reply With Quote
Old 26-05-2003, 01:05 PM   #10
kbrown
Moderator
 
kbrown's Avatar
 
Join Date: Sep 2002
Location: London, UK
Posts: 3,198
Thanks: 0
Thanked 8 Times in 8 Posts
Default

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...
__________________
Kari
- My Website
- My IMDB

Do a lot, Fail a lot and Learn a lot!
kbrown is offline   Reply With Quote
Old 26-05-2003, 01:11 PM   #11
Kurt
Registered User
 
Kurt's Avatar
 
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,309
Thanks: 0
Thanked 64 Times in 64 Posts
Default

Izzy.. thanks dude its working now=)
__________________
I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
Kurt is offline   Reply With Quote
Old 26-05-2003, 05:28 PM   #12
ragecgi
Super Moderator
 
ragecgi's Avatar
 
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
Thanks: 0
Thanked 13 Times in 12 Posts
Default

NP
__________________
Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
ragecgi is offline   Reply With Quote
Old 26-05-2003, 10:31 PM   #13
dannyngan
Registered User
 
dannyngan's Avatar
 
Join Date: Dec 2002
Location: Seattle, WA
Posts: 1,154
Thanks: 0
Thanked 1 Time in 1 Post
Default

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.
__________________
Danny Ngan
Animator | Amaze Entertainment
my website | my blog | my job
dannyngan is offline   Reply With Quote
Old 27-05-2003, 02:40 PM   #14
ragecgi
Super Moderator
 
ragecgi's Avatar
 
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
Thanks: 0
Thanked 13 Times in 12 Posts
Default

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!
__________________
Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
ragecgi is offline   Reply With Quote
Old 28-05-2003, 04:21 AM   #15
ragecgi
Super Moderator
 
ragecgi's Avatar
 
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
Thanks: 0
Thanked 13 Times in 12 Posts
Default

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
Attached Thumbnails
Click image for larger version

Name:	cabinwarped.jpg
Views:	130
Size:	36.1 KB
ID:	7338  
__________________
Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
ragecgi is offline   Reply With Quote
New Thread

« Previous Thread | Next Thread »

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off

1 Month

$34

Month-to-month billing
$34/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
 
 

3 months

$87

Billing every 3 months
$29/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $5 per month or $15 in total compared to monthly billing with this package.

12 months

$288

Billing every 12 months
$24/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $10 per month or $120 in total compared to monthly billing with this package.

Your plan will automatically renew. You can cancel at any time via your PayPal account to avoid being charged again.

You can view the FAQ on our video plans here. You can contact us directly here. By clicking one of the buttons above, you agree to our Terms and Privacy Policy.