This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
I always wonder. Are my UV's supposed to be straight as I can get them without too much stretching or are they supposed to bend like the object I'm uv'ing?
Picture for ease of description, both UV's in this are of the same object, one I made straight and the other one has a curve like the actual object, which one is right? I feel the one on the right is better than the one on the left, but would like other opinions.
This is the object I'm laying UV's out for, so you can see the curve that I'm talking about of the object
The purpose of UVs is so you can create a 2D texture for 3D space, right?
So if your method of creating the texture in 2D space (e.g. PS) results in a non-distorted render, you should be fine.
Another way of looking at this is to paint a straight line in your texture space. If the line is also straight on your model, you're good. This doesn't necessarily mean that the UVs themselves are in a gridlike pattern.
But the whole point is too avoid stretching right?? This can be a srious pain in the butt!! I tried one texture on a car speaker for a mate and man...it took about 10 goes to get it to wrap properly!!
cheers bullet
bullet1968
"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
No, that's fair, I wasn't saying it was easy... I was more saying that as long as there's minimal distortion and stretching, it shouldn't matter what shape the UVs themselves are, though they'll probably be similar to the shapes of the faces.
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