Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 07-05-2014 , 03:43 PM
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How would you make a peg board?

Sorry for the newb question but after pulling my hair out for a few days and searching online I can't figure it out!

How would you suggest is the best way to build a peg board like you'd see in a garage or wood shop? (Also see attached picture)

Eventually I'd like to get it as a polygon for use in Unity, but any suggestions are welcome. Thanks in advance!

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# 2 07-05-2014 , 04:17 PM
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If you want to use it in unity, you really don't want to model each peg. What you would want to do is create a box, then texture it using normal maps and diffuse to give the illusion of the pegs.


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# 3 07-05-2014 , 06:02 PM
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Thanks NextDesign. Reading into it more I think that makes a lot of sense.

I guess more of a theoretical question would be what is the best way to model this if you needed the polygons?

# 4 07-05-2014 , 11:42 PM
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The way I have done it in the past is to create three different models. One I use for the corners, one for the edges, and one for the center. Once you create these three sections, you can duplicate them in different ways to create the final model.

I've attached a sample of what the sections should look like, and how they tile together. I created these pieces by creating a cube, beveling the edges, and created the pegs by cutting some loops into the mesh, arranging them into a quarter circle, then extruding them down. Be aware that the topology I've used is terrible, but it gets the idea across.

user added image

user added image


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# 5 09-05-2014 , 09:05 AM
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plane with quads representing the holes, extrude down, then mesh-smooth, and fix so its straight edges


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# 6 09-05-2014 , 07:05 PM
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Here is another approach to creating the physical geometry. It can be both smoothed or unsmoothed.

I have videos for two methods one uses a poly plane and chamfered vertex.

Method 2 we start with a polygon that will be the hole and build the unit square outward from the hole. The second method makes it easier to control the number of edges in the hole so that the model can be built with enough detail that it does not have to be subdivided.

method 1. https://youtu.be/0o5UjzWVrXo

method 2. https://youtu.be/heQs97o2V-Q

NOTE: Sorry a fumbled around trying to find the "center pivot" command. It was under "modify" and I just did not see it. I use the shelf and marking menu's and so I tend to have to hunt when I go looking for where thing are under the tabs. Normally I would have re-recorded but I was in a bit of a hurry.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 14-05-2014 at 10:31 PM.
# 7 14-05-2014 , 09:52 PM
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Here is another approach to creating the physical geometry. It can be both smoothed or unsmoothed.

I have videos for two methods one uses a poly plane and chamfered vertex.

Method 2 we start with a polygon that will be the hole and build the unit square outward from the hole. The second method makes it easier to control the number of edges in the hole so that the model can be built without enough detail that it does not have to be subdivided.

method 1. https://youtu.be/0o5UjzWVrXo

method 2. https://youtu.be/heQs97o2V-Q

NOTE: Sorry a fumbled around trying to find the "center pivot" command. It was under "modify" and I just did not see it. I use the shelf and marking menu's and so I tend to have to hunt when I go looking for where thing are under the tabs. Normally I would have re-recorded but I was in a bit of a hurry.



very well explained, great techniques man. good job!


20 year old guy from Sweden



Big Bob Marley fan
Love skateboarding
Maya, Mudbox and Photoshop user

Full name: Marcus Ralman


https://www.facebook.com/MarcusRalman3D

^ My facebook page ^
# 8 14-05-2014 , 10:32 PM
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Thank you.

I noticed a typo "without" should be "with" in the second sentence of the method 2 description.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 14-05-2014 at 10:38 PM.
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