SimplyMaya Forums

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

Home / forum / Lounges / Maya Basics & Newbie Lounge / Could UV unwrapping possibly suck anymore!
Register FAQ Members List Calendar Mark Forums Read

New Thread
 
Thread Tools
Old 14-10-2007, 08:58 AM   #16
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

bottom persp
Attached Thumbnails
Click image for larger version

Name:	unwrap_plan_01b_web.jpg
Views:	160
Size:	29.8 KB
ID:	36648  
ctbram is offline   Reply With Quote
Old 14-10-2007, 11:14 AM   #17
arran
Registered User
 
arran's Avatar
 
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
Thanks: 0
Thanked 9 Times in 9 Posts
Default

no offence ctbram, but that looks like a pretty easy model to unwrap UVs for.

as others have suggested just pick the faces for one plane, planar map them and then pull the UVs to one side before you tackle anything else. then planar map the side planes and move them to one side. if you are remapping areas you've already layed out than sure you're going to have a problem... but really...how can you not know what you've already mapped?

As for dealing with areas that you've extruded, such as the yellow square extrusion on the yellow plane, i would select the face nearest the camera, ctrl backclick to change to UVs and then use the scale tool to pull those UVs in and then use shift > to move up the hierachy to pull the next loop of UVs in and so on... but really, as Mike said, that's only if you are majorly concerned about stretching.

to constantly complain about something taking a long amount of time when you are just beginning to learn it is just unnecessary - I mean obviously it's going to take a long time because you've just started learning it, but it's not like it's always going to take 50 hours.

as for the help files, i have to agree with gster on that one, I find them pretty helpful and certainly not that bad when it comes to techno babble.
__________________
arran3D

arran3D blog

Last edited by arran : 14-10-2007 at 03:34 PM.
arran is offline   Reply With Quote
Old 14-10-2007, 01:48 PM   #18
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

.

Last edited by ctbram : 14-10-2007 at 01:50 PM.
ctbram is offline   Reply With Quote
Old 10-11-2007, 10:55 PM   #19
THX1138
14 Year Veteran
 
THX1138's Avatar
 
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,138
Thanks: 0
Thanked 69 Times in 68 Posts
Default

Just and Idea, and I have done this with easy success, select the faces you want to UV at one time, and automap them. In your UV editor, simply sew everything together. Do that or all areas of your model. This way you wont have to worry about a huge mess to figure out out to put together. All your doing is working with one side at a time.

Here is an exmple of a cube I auto mapped from one side. I just selected all the faces on that one side and simply automapped it.
Attached Thumbnails
Click image for larger version

Name:	cube-texture.jpg
Views:	138
Size:	15.9 KB
ID:	37125  
THX1138 is offline   Reply With Quote
Old 10-11-2007, 10:57 PM   #20
THX1138
14 Year Veteran
 
THX1138's Avatar
 
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,138
Thanks: 0
Thanked 69 Times in 68 Posts
Default

Here is the UV map. Everything is allready sewn together here BTW.
Attached Thumbnails
Click image for larger version

Name:	cube-uv.jpg
Views:	135
Size:	14.6 KB
ID:	37126  
THX1138 is offline   Reply With Quote
Old 11-11-2007, 04:32 PM   #21
leonlabyk
Registered User
 
Join Date: May 2006
Location: Hastings UK
Posts: 890
Thanks: 1
Thanked 32 Times in 31 Posts
Default

Not sure if this plug-in will be of help to you or not but I have used it for nearly all my uv layout work and it has saved me a great amount of time.

http://www.pullin-shapes.co.uk/page8.htm

hope it helps
leonlabyk is offline   Reply With Quote
Old 12-11-2007, 11:52 PM   #22
THX1138
14 Year Veteran
 
THX1138's Avatar
 
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,138
Thanks: 0
Thanked 69 Times in 68 Posts
Default

Excellent find leonlabyk!!! That plugin is a real time saver, especially for human modeling. So easy to install and use. I hope your reading this ctbram, it should work great with your mech.

Here is a practic head that I unwrapped with it.
Attached Thumbnails
Click image for larger version

Name:	faceuv.jpg
Views:	127
Size:	51.3 KB
ID:	37140  
THX1138 is offline   Reply With Quote
Old 15-11-2007, 05:19 AM   #23
AikoWorld
Subscriber
 
AikoWorld's Avatar
 
Join Date: Dec 2005
Location: London
Posts: 429
Thanks: 0
Thanked 0 Times in 0 Posts
Default

also a good tool is unfold, after you sellect uv border vertex check the pin borders, then unfold,
check pin unselected vertex then unfold.

Meaning all your edges that look stretched will become less stretched as they will be reconfigurated according to the geometry in 3D
AikoWorld 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.