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M_Orlich
07-09-2003, 04:40 PM
Is anyone familiar with using Deep UV with Maya? If so, could you please help me with the workflow. The documentation doesn't seem to be getting me anywhere and It's been just trial and error with no luck.

Thanks,
mo

ambient-whisper
07-09-2003, 09:57 PM
they give you a plugin that lets you transfer between deep UV and maya by clicking a button.

Or you can save to .obj and then import that into Deep UV to do your UV work. Once your done, just export that UV object back to maya and its done.

M_Orlich
07-09-2003, 10:05 PM
I got it to work, but wasn't too happy with the results.

Any tips?

thanks,
mo

swag
07-09-2003, 10:13 PM
why deep UV? is it better than maya UV tools?

M_Orlich
07-10-2003, 06:03 AM
that's the word on the street. although, i haven't found that to be the case as of yet.

mo

tomb
07-10-2003, 06:37 AM
I have it too but it never seems to work properly. I just end up using Maya's UV tools. They are quite good anyway.

ambient-whisper
07-10-2003, 04:52 PM
for deep UV. in the settings/options.. theres two checkmarks at the bottom. some opengl thing.. and some caching? anyway. if your having problems with it uncheck those 2. .. or... get the 1.1+ patch. itll definitely solve any problems you might have.

i havent used the maya uv tools yet so i dont know what the difference is. but one of the things i like is the magnets for the UV tools in Deep UV, instead of always having to select every UV. or the ability to grow/shrink selections using a slider.

yinako
07-10-2003, 05:26 PM
yes those soft selection in deep UV are nice, compare to Mayas uv tools its almost same functionality, provided it has some good relax tool.

Heres the main difference:

When setting advance relax area to zero it gives same result as mayas relax effect, ie streched space for less distortion.

When setting advance relax area to 100% it has the oppisite effect of less strech for more distortion, but the 2 options come handy during texturing. Ie if you are texturing strip style accurcy you can make sure UV stay accurate without line distortion.

Or if you want fill style texturing, flooding you textures space without need for accuracy but less streaching, so all pixel appear 1:1 ratio you have that option too.

Its only if you want accuracy and no distortion that will give you headaches...

Heres a good example, say you are mapping a bra or breast and you need to have accurate lines along the bra strips/lace etc than you'll go for 0% area relax, but you'll have the fornt of bra expanded area, meaning all texture around the front will be lowres, streached, not disdorted, just streach, image appear lowres. This is the same relax as in maya,(non uniform)

If you want to get rid of streaching use 100% area relax, gives no streaching but the strips/lance will not be straight, distorted, so you can't paint a strightlines in ps, you'll need to manually paint curved lines.

so its a trade off between the 2 usually.

Other than that all interactive tools and are pretty much maya alike. And the integration works seemlessly. fire up both program and switch around with push of one button. you'll see same UV in both program.

ambient-whisper
07-10-2003, 06:00 PM
btw. havent mentioned this yet but if you want to setup your main UV base really quickly then you should try wings3d and their Auto UVs. you cant tweak uvs in it, but its a kickass app to get a rather good uv base which you can then take to tweak somewhere else.

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