View Full Version : Step by Step Unwrapping in Maya?
3DKnight 04-29-2003, 06:45 PM Sorry if this is redundant.. but i'm having a hard time finding a good tutorial for unwraping a high poly face in Maya 4.5 without any of the plugins (unless they are free).
anyone have a link for me? :)
thanks!
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EricChadwick
04-29-2003, 09:18 PM
Maybe this one?
http://www.kniffen.ca/index.php?target=tutorials/texture/UV1.php
3DKnight
04-29-2003, 09:26 PM
AWSOME! thanks a bunch! :thumbsup:
3DKnight
04-30-2003, 12:59 AM
ACK.. another problem... I followed the fist part but the edges of my unwrap isn't a solid line! .. so when i go to stich the maps together (top of head and neck) funky stuff happens .. the uneven parts stretch across the whole unwrap
http://3dknight.tarnished-dagger.com/unwrap.gif
Anyone know what is causing this??? :shrug: It's a solid Polygon mesh.. no history...
3DKnight
05-01-2003, 03:58 PM
No one have any insights? tries it 3 times... all result in an uneven edge at the exact same spot... all solid mesh.. no holes...
:cry: :cry:
EricChadwick
05-01-2003, 04:17 PM
I haven't used Maya, but there is a UV editing tool I use in 3ds max that lets me detach those UV faces from the right side, slide them over to the left side, and re-attach them. Perhaps Maya has this function as well? This would help create a straight line for you. You would also want to make sure the whole head falls within the square UV 0-1 border, so the texture doesn't tile across the head model.
Mayashu
05-01-2003, 09:21 PM
you could try to rotate a little bit the cilindrical projection after you apply it ..
sometimes it hepls !
Originally posted by posm
I haven't used Maya, but there is a UV editing tool I use in 3ds max that lets me detach those UV faces from the right side, slide them over to the left side, and re-attach them. Perhaps Maya has this function as well? This would help create a straight line for you. You would also want to make sure the whole head falls within the square UV 0-1 border, so the texture doesn't tile across the head model.
yupp. just select the row of edges that bounds to the area of faces you want to detach (in the UV-editor). right click and choose cut UV:s. voila. you move the detached faces over to the right side and merge them there. done.
3DKnight
05-03-2003, 06:54 PM
woah ok thanks for the help... i cut off the edeg section... so now there are two UV's on top of each other on the cut edge.. i can't select one without moving the origional boarder.. is it ok if i move the boarder UV's a few pixles? will it mess up my mapping if i'm making a seamless texture? :hmm: can't seem to find any other way to grab the cut edge UV.
lricho
05-05-2003, 01:34 AM
shouldnt matter, but you can select those uv's in a round about sort of way - select one of the uv's in the detatched section that isnt on the border you just cut. You can then expand your selection by pressing the > key (shift .) Do this until the section you just detatched is all selected. You can then move that whole section around in the uv editor to the position you want.
augustus
05-05-2003, 01:52 PM
Originally posted by lricho
shouldnt matter, but you can select those uv's in a round about sort of way - select one of the uv's in the detatched section that isnt on the border you just cut. You can then expand your selection by pressing the > key (shift .) Do this until the section you just detatched is all selected. You can then move that whole section around in the uv editor to the position you want.
Or select and UV point, right-click->select->select shell
Edit: Or ctrl+right click -> to shell
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