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View Full Version : UV Mapping workflow for a complex character


augustus
03-03-2003, 08:04 AM
I've finished madelling my first character yesterday, now i'm working on UV mapping. First I've deform legs and hands for a face-forward position, using bones and lattice deformers, and used planar a few planar projections. Now I'm pulling UV's. Is this method right? Did I missed something or are there an easier way? What about seams? (I'm planning to use detailed displacement maps)

Character:
http://www.girisimciliknetwork.gen.tr/balrog16.jpg


PS : I'm using Maya 4.5 Complete

EricChadwick
03-04-2003, 04:13 PM
I don't use Maya, so I can't offer specific advice, but I would say to limit seams you may wish to combine planar with cylindrical projections. Each limb would get a cylindrical. Hands would use two planars each, palm and back. Etc.

To reduce seams it might help to use a 3d painter, or else be really generous with padding around each UV edge, so texture filtering won't pull in pixel values of the wrong color.

ghilbli
03-29-2003, 04:48 AM
i'm pretty new to maya myself. i really don't think there is an "easy" way to texture your model. just posting to say GREAT MODEL MAN. hope to see it texture soon

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