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steveblake
07-19-2002, 09:59 AM
Hello

I'm modelling a low poly model and having a big problem displaying my imagemap in the UV editor

- Is it anything to do with the fact that once I've applied my map, I shouldn't start dividing up the faces of my object?? I'm doing it this way since I have an imagemap that I want to extrude and teak into a backdrop for some characters....

Am I an idiot? or just plain crazy...it should be a case of clicking the 'Display image' option non?

Cheers

Sibben
07-19-2002, 12:57 PM
If you have been applying shaders on a per face basis rather than to the whole object that could be the problem. If I'm not totally off Maya displays the shader that was applied first if you choose the whole object. This might very well be the default shader with no texture... Try selecting a face with texture first and check the uv-editor again. :shrug:

You can also try Image -> Selected Images.

steveblake
07-19-2002, 01:49 PM
Thanks for that. I was actually applying the image to the whole object at once, from a camera view as a straight planar map...

I clicked around a bit where you said and it 'fixed' itself... Still got to see what happens once I start divideing faces up again for local detail...

It works fine as is, for what I need - here's a shot anyway...

Sibben
07-19-2002, 02:36 PM
I never had any problem with Maya and adding detail after a certain projection has been made (delete history though) - as long as you keep a tight eye on n-gons and winged vertices (they can really screw you up if you start to move them individually). Maya keeps the uv's nice after splits - just remember not to put vertices in the middle of faces. Make cross-poly splits in both directions (u and v) and remove the edges the last thing you do and you'll be home free. And, if you have not already, install the Bonus Game package. Then, at last, you can select any face and see what shader it uses.
Nice texture by the way, and I see you got rid of the stretching on the insides of the door. ;)

steveblake
07-20-2002, 03:04 PM
Yeah, it's just meant to be a shadow catcher really, as I'm having a fixed carema (I think) - the texture doing all the hard modelling work.

I do however intend to animate the door (but not the frame) as it's front mapped - do you perchance have any ideas for getting the it projected from my main camera? when I do this it seems to get a snapshot of the perspective window in my UV edior...

Anyway, thanks again...

Sibben
07-20-2002, 06:51 PM
I guess you mean the Camera option in the Project Planar window. Now that would give you a snapshot of the persp-view, that's sort of the point. Ahh, now I think I get it. You have a separate camera set up for the shot but Maya keeps mapping from the default persp-camera. Is that the problem?.

steveblake
07-20-2002, 07:23 PM
Hi again - good guessing there Sibben!

Basically I 'painted' the background plate (from source images and such) and now I'd like to map everything from the camera's point of view to get the 'plate' to become a texure - I then have the freedom to shift perspective during the shot.

The way I got the render below was to place a 'render as background' material on the room - and as you can see at the moment the balls are just there for lighting purposes and to test shadows falling across the floor etc.

Hopefully the overall effect will be CGI characters inside a 'painting'....

(As I mentioned before I am still aiming to texture the door seperately...)

So question is: How do I tame those darn pesky UVs? I'm still finding I get multiple maps in the UV editor and can't switch from the default... The only way I've had any headway so far is to edit that UV by UV even though they'll all messed up..! hence the question of front mapping from my new camera set up

<Whew>

Ckerr812
07-20-2002, 07:27 PM
Create a new UV set when mapping your UV's in maya, the new uv set should not be so clutered, and alot more managable. OR another way would be to duplicate...Get rid of all the maps on there...re organize everything, then just swap the UV's in maya to the original model.

steveblake
07-20-2002, 07:43 PM
re: new set of UVs

Rats! I'm still confused, or actually no, I've decided I AM an idiot!

Under the new set of UV's theres' no image displayed in the UV editor... also it's still the perspective view that has a snapshot not the new camera...

Thanks guys I'll just have to hit* the books....

I appreciate you time and help

*very VERY HARD

:annoyed:

Sibben
07-20-2002, 08:28 PM
I guess the Camera option only takes the default persp-view into consideration. No matter what, camera projections are view dependant - which sucks.

I think you should map the wall properly instead. It does take some time but it pays off in the end.

And you are *not* an idiot! :)

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