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 24-03-2004 , 09:31 AM
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How do I create these patches?

I never can figure out how to close off shapes like this. Please shed some light.
I use the square tool set to close on 3 splines for now but it doesnt seem to global stitch as good as bi-rails do.
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Last edited by jAQUAN; 30-03-2004 at 09:09 AM.
# 2 24-03-2004 , 01:42 PM
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If you really want that to be a nurbs shape, you'll probably have an easier time of it putting the "pole" of the object on the bottom of the foot with the isoparms branching out to the sides.

# 3 24-03-2004 , 06:44 PM
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a response already? I love this forum! (I've tried 'em all)
K Mtn. man, you got my brain going, by 'pole' do you mean an isoparm running down the center of the sole of the shoe? I'm just now getting a good grasp of Nurbs modeling so please bare with me.
I can't try it 'til I get home but wouldn't dividing one of the red shapes in my image in two (say I added a spline from toe to heel) still leave me with only 3 splines to create a patch from?

I'm probably not getting something really obvious here. Thanks for any assistance as this has been a major road block for me.


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# 4 24-03-2004 , 07:48 PM
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This is what I mean essentially. Forgive crude sketch.

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# 5 24-03-2004 , 08:24 PM
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Wow. See I'm not even thinking thay way yet. I've got about 10 years 2D experience and pretty much mastered adobe illustrator. So I'm stuck in this grid-like rigid mindset so I can't describe how helpful your drawing is.

My mind is racing atm thinking about how I'll go about it. I'll wait and ask more questions 'til tomarrow after I give it a shot.

(btw, just got done watching your attach NURBS tut. You rock dude!)


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# 6 24-03-2004 , 08:32 PM
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gees, I can't even think about my work now lol.
Atm moment I'm thinking I could just loft a network of verticle curves. Damn I'm excited user added image


I WILL get this stuff!
# 7 26-03-2004 , 05:40 PM
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Ok, I gave it shot and got some pretty weird results. I didn't have much time so I didn't create enough profile curves I think. My plan is to make 2 profile curves eminating from the center point in your drawing. These curves will be the front and side view. Then I plan to add plenty of curves inbetween to make up the detail of the foot. I'm assuming the edit points on my curves will create the horizontal parms for the mesh when I loft them. Does that sound like it will work?


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# 8 28-03-2004 , 05:41 PM
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You might try lofting the shape or forming it from a sphere or something.

Heh, I must confess, this is one of those reasons I primarily use polygons. user added image

# 9 29-03-2004 , 07:11 PM
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Thanks again Mike. I have about zero experience with polys. The learning Maya book only had Nurb tutorials (except for the spaceship) so I figured alias were fans of Nurbs and thus, so should I. I'm probably even too green for these forums, all the answers just raise a hundred more questions. I need to take a class. user added image


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# 10 30-03-2004 , 09:17 AM
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Well I had a bit of luck tonight. Thanks to your suggestions I was able to come up with a way to round the toe and still have stitchable nurbs. Also thanks to the "The Art of Maya" book sitting next to me. :p Mike, thanks so much for your time and insight, I get really depressed when I cant see my way and conversly a minor break through like this fills me with delight.

The toe is actually a sphere set to start at 0 and end at 180. I then rotated it 90 degrees, split it in half and deleted the unused half. I then scaled it to more of a toe like shape and built my profile curvs off of it. The top two patches are lofts as are the rubber sole part. I still get sort of a weird situation where all the toe nodes meet but I'll worry about that when I start to paint my models.
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cheers


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