View Full Version : Subdiv UV mapping Help
nepaligurkha 05-30-2004, 02:50 AM Hi,
Ok, My question is, how come i can't do what i usually do to unwrap the uvs with polys, with subdivs. I did automatic mapping, and it kind distored the stuff and made them into many pices, its kinda hard to tell what is what. So i need help unwraping it.
here is a picture
http://tinypic.com/5o4m
What should i do??
Thanks
Tabha
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nepaligurkha
05-30-2004, 04:08 AM
please say something anybody :cry: :cry: :bowdown:
Ian Jones
05-30-2004, 02:28 PM
There must be tutorials on this sort of thing surely. Do a bit of searching.
DaddyMack
05-31-2004, 01:36 PM
I haven't found an easier way yet to get clean UVmaps on subdivision surfaces in Maya than this...If anyone has one Sumdum would love to know
Automatic map;setting:8, less dist
Sew and move edges together using texture editor sew and move, sew and move, sew and move, sew and move, sew and move, sew and move, sew and move, sew and move, sew and move, sew and move, sew and move, sew and move, sew and move, sew and move, sew and move, sew and move, sew and move, , etc etc etc until you get what you're after.
Sometimes it helps to cut bigger pieces of mesh using cut
It takes a bloody long time with some more detailed geometry but should be a breeze with the model U have
Good luck dude
Stahlberg
06-04-2004, 02:24 AM
Don't know if this is the best way, but it surely must be better than the above... model in poygons, only go to subd occasionally to check the shape, go back to polygons, use the poly tools to map, even some third party ones like Danny's UV tools, then at the end convert to subd one last time.
DaddyMack
06-07-2004, 02:03 PM
Nice tip Mr Stahlberg, cheers
Any idea how well it works for detailed meshes?
(face with mouth cavity etc)
augustus
06-07-2004, 02:27 PM
Originally posted by Stahlberg
Don't know if this is the best way, but it surely must be better than the above... model in poygons, only go to subd occasionally to check the shape, go back to polygons, use the poly tools to map, even some third party ones like Danny's UV tools, then at the end convert to subd one last time.
Well, when working polygons you definetaly have got much more tools and options, but also there is a drawback if you will convert your mesh to subd. As you can see at your image, UVs are somewhat smoothed. But if you lay out UVs on polygon version and then convert to subd, Maya will not smooth UVs. So texturing can be a little tricky, especially if you will put straight lines etc.
Stahlberg
06-08-2004, 08:22 AM
Yes that's true, the bad Maya smoothing (or lack of smoothing) puts little kinks in the texture... not so noticeable for things like skin-texture, but for high-contrast straight edges and lines, it can be bad. That would be the only time I would recommend trying to keep the surface as full of quads as possible. And as evenly divided as possible.
Another way to do it is to not use SubD's at all (except for checking during modeling), but to use the Smooth Proxy instead. I think that one does the proper texture smoothing right?
augustus
06-08-2004, 08:49 AM
I really like Maya subds, but small problems like that make these very diffucult to work with. Rendering polys directly as subds with mental ray via subd approximation is the best way I think, if you don't have to use Maya software renderer.
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