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
I've rigged and mapped a character. However, when it deforms it deforms through the mapping coordinates. How do I bake the UVs into the model so this doesn't happen?
the uvs are connected to your verts. they stretch accordingly. problems occur if you used textures that are projected. and of course any procedural and/or 3d-textures might not care where your uvs are. to prevent texture swimming you could duplicate your model and make it a texture reference for the deforming model. this way 3d procedurals stay in place even when your model deforms or moves.
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