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ImranAwan
01-18-2007, 04:50 AM
Hi Guys

I just put up a rigging question but i also had a UV Layout Question

I am rigging my character right now and needed to know what is the best way to UV layout my character.....I am only 1 year old to 3D animation ( So bare with me :)

I have the pelting Tool installed on the machine i work on (would this be the best thing to use)?? http://sunitparekh.com/pelting/

or manually uv layout my character using Maya's layout methods?

in eather case do i have to MANUALY fix my UV one at a time? Or is there a way of doing it autmatic??

If any body has any links to proper UV layouts and FIXING..that would be great

Thank you

Imran

lonnq
01-19-2007, 09:59 PM
Hello

Ok so the first thing you should do is to select the edges where you want the "seam" of your texture and go to the UV-texture editor and press cut. To see the cuts you will have to go under display>polygons>texture border edges.

Now you apply some kind of mapping in the "Create UVs" menue. Your UVs of your model will looka kinda ugly so you will have to unfold the UVs with some UV-points pinned. Then maybe do some additional tweaking. A good thing to do is to apply some kind of texture to the model so you'll be able to see all the stretches so you can fix them out.

You shouldn't need to use pelting tools as the built in tools in maya 8 is quite good but if you learn to use pelting tools i guess that would bee kinda easy and fast too.
Good luck to ya:)

ImranAwan
01-20-2007, 02:28 AM
Thanks for the reply

Ya i have been testing out the pelting tool...it gives me a really nice smooth UV layout...
I also will be using the Maya 8 UV layout method (that you mentioned)

I wanted to comfirm that i still have to manually adjust the UVs to properly line up ??
(for example any stretching that happens)

lonnq
01-20-2007, 09:51 AM
Yes, I guess you've already tried the smooth tool or the nudge tool but good luck to you and happy tweaking:thumbsup:

ImranAwan
01-20-2007, 03:41 PM
Thanks lonnqI will be UVing this weekend...:)

Imran

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