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View Full Version : how many UV shells-standard human figure?


kelgy
09-28-2007, 07:29 PM
I have been breaking up a maya figure into a UV map that stays in the 0 1 cooridinates. I assumed to avoid stretching so for things like the feet and fingers I had it broken up into many pieces so the seams were running along the sides from head to toe. I gave the most space to the head and had the body broken up into several more pieces(chest, back, each leg, arm etc). The hands were two halves, I usually didnt attach them to the wrist and had the interior parts of the fingers as a bunch of extra pieces. Same with the feet. Messy but I thought it kept all the pieces the same scale with minimal warping. I had seen lots of maps done the same way--but now I realize, never a naked human figure.

But I saw this tutors video the other day where the guy had made the naked human mesh into 3 shells(I think). He had the head, he had the body as one complete texture map including the fingers and toes which I cant figure out how he managed to do yet and the toenails as the last(though it looked like he had the toes layered on top of each other).

Is this the normal way of doing a naked figure and the best approach for hiding seams--especially if you plan to use it in zbrush for a displacement /normal map?

I am in the process of remapping the figure so i can try the reduced shell number approach-as much as I hate laying out uvs

leigh
09-28-2007, 08:25 PM
You know, there really is no "normal" layout. Whatever works for the situation, works. With decent 3D painting packages these days, UV seams are no longer such an issue, so do whatever layout is most convenient for you.

kelgy
09-28-2007, 11:46 PM
You know, there really is no "normal" layout..


**to tell the truth i suspected that but I wanted to hear it from someone with authority.

Whatever works for the situation, works. With decent 3D painting packages these days, UV seams are no longer such an issue, so do whatever layout is most convenient for you.

*thanks , that's very good to know. i only use photoshop and zbrush for texturing and I cant say I have had any seam problems myself(in zbrush painting)--but wanted to check as that uv layout freaked me out.

Most convenient is to not remap the figure. But being a sucker for punishment, I am going to try it and see how it works.

:D

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