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 28-09-2004 , 06:38 PM
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hatched faces after beveling

good evening!


I have a problem with hatched faces after I beveled some edges. I used targa/jpeg files which I applied to the object and everything is fine exept those little faces created from beveling. they just don´t want to be textured - only show up those white stripes. maybe someone can give me a hint what to do. Is there a limit to the size of a face (very small faces) which can be applied with texture?

I would be happy if someone can help me, cause I really don´t get it - thanx in advance!


Last edited by darius_IX; 29-09-2004 at 12:28 AM.
# 2 28-09-2004 , 10:53 PM
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Sometimes after you create new faces they have no UVs. I would re-apply your mapping style (spherical, cylindrical, whatever) and all should be well again.

# 3 29-09-2004 , 12:39 AM
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ty for the advice!
I´ll keep it in mind for the future.
in this case it was a matter of the render-software
at least I think it was user added image

-> with maya software i got stripes,
-> with mental ray they vanished..


have nice time!

# 4 29-09-2004 , 08:28 AM
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did you have dmap shadows on? It sounds like a problem I had with the shadown map not being high enough res. And that would explain why it went away with Mental Ray aswell.

Post a pic of it.

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# 5 29-09-2004 , 06:23 PM
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hello pure

in fact I don´t even know what dmap is...
tried to find that (-> kick me in the nuts <- ) item somewhere in the menus, but - I can´t say if I have it on.

I post U some 3 pics.
but my next problem coming up is -
the bumpmap i created in photoshop for the pumpkinhead is divided equatorialy aroud the head. in PS I just layed the texture_pic over the exported UV_snapshot like with the other I created before - don´t cared about cropping around the UVcoords. thing is - the UV_coordinates have been setup in a strange way - not from top to bottom but from eyelines to the back of the head. I wonder if I can manipulate this UV_setup.

until now I didn´t find a solution - means I have to take a closer look on the settings from the other PS_bumpmap i put on before - oddly enough it was the same UV_snapshot with a similar bumpmap like the actual one and -> it worked fine. (arghh)

here are the pictures

and tell me if it bores U by getting from one noob thing into the next.

thx for your help!


Last edited by darius_IX; 30-09-2004 at 01:05 PM.
# 6 29-09-2004 , 06:24 PM
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the mayasoftware rendered with hatches, U can also see the divided bumpmap ->

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Last edited by darius_IX; 29-09-2004 at 06:28 PM.
# 7 29-09-2004 , 06:26 PM
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Ah, that means those faces don't have UVs. You'll want to UV map the model.

# 8 29-09-2004 , 06:30 PM
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thx for the hint,
let´s see if I find out how to do that.

# 9 29-09-2004 , 07:15 PM
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yep, it was automatically mapped by default I guess.
with spherical mapping it workes out well.

thx!

# 10 30-09-2004 , 08:33 AM
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good news that you fixed it. Just FYI dmap shadows are emitted by lights. if you look at the properties of a spotlight you will see it as an option. My suggestion was that if you were getting weird hatching it can sometimes come from the fact that a dmap shadow doesnt have enough resolution to shade the objects properly.

user added image
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# 11 30-09-2004 , 01:04 PM
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sounds logic to me,
but out of my rudimentary understanding for maya -
I try to work with it since two weeks now -
I´d say it was only a matter of incorrect UVmapping.
otherwise I probably couldn´t fix it..
next thing is creating the smoke, I have no idea what to begin with.
didn´t find any good beginners tutorial anywhere in the net.
so I guess I´ll start with the maya helpfiles.

i post U a pic what I´ve done so far.

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