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
CGTalk Moderation
01-14-2006, 01:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.