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 27-06-2012 , 08:12 PM
Registered User
Join Date: Jun 2012
Posts: 2

Mass Setting UV coordinates

Hello, I have a scene structured out of an extruded plane to create a minecraft style look for an animation in my class.

Only problem I have is texturing it, There are so many faces in the scene I was wondering if it was possible to 'mass' set the UV coordinates of all selected faces so that they occupy the entire UV space. I would individually map each cube, but it was a 4000x4000 plane with subdivisons set to 40, 40. Too many cubes to UV map effectively to get the project done on time.

So I was wondering, there has to be an easier way to texture this scene than individually moving the faces UV's around. here is a picture of the scene and the UV mapping.

user added image
user added image

# 2 27-06-2012 , 09:04 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
Select all the top faces and do a planar projection from the top, that's the easy part. Then select sections of the front facing faces and do a series of front planar projections, then move to the left facing faces, then right facing faces, then finally back facing faces if they will get texture. Then you can move the UV planar projected UVs in larger chunks (with the top chunk being the whole area).

# 3 27-06-2012 , 09:10 PM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
Hi vino, I'm not sure if I understood exactly what are you writing about, but solution may be in selecting all those cubes, then open UV texture editor and press that button in the circle, which should move all selected object into UV space.

EDIT: well, stwert was faster them me lol

C

Attached Thumbnails

May the good times and treasures of the present become the golden memories of tomorrow.
# 4 27-06-2012 , 09:30 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
I would just do a automap, it does every thing that Stwert said in one action..........................dave

Edit:I dont have that button Creck if thats automapping sorry for jumping in




Avatar Challenge Winner 2010

Last edited by daverave; 27-06-2012 at 09:38 PM.
# 5 27-06-2012 , 09:46 PM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
It's not exactly a automap dave, all it does is, that it fit all selected UVs into the entire UV space (also resize them if needed).


May the good times and treasures of the present become the golden memories of tomorrow.
# 6 27-06-2012 , 10:09 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
Sounds like "layout" I think, This sort of stuff is I think hardest to uv as there are going to be so meny seam showing you realy nead some thing like mudbox or zbrush to fix that..............dave




Avatar Challenge Winner 2010
# 7 27-06-2012 , 11:19 PM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
dave, I guess he doesn't even need to use automap, maybe could be enough what I've made so far. Select all objects, open UV texture editor and press that button.

PS: do not know why the mouse cursor is not seen in the video :/ also let youtube to correct colors in the video and now it looks like HDR toning a bit lol...sorry for that

help 002 - YouTube


May the good times and treasures of the present become the golden memories of tomorrow.

Last edited by Creck; 28-06-2012 at 08:35 AM.
# 8 28-06-2012 , 11:39 AM
bullet1968's Avatar
Lifetime Member
Join Date: Feb 2010
Location: Australia
Posts: 4,255
I would just select the top camera....select the geo (hopefully no faces underneath) project from camera and use the smooth tool? and pin borders maybe?

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 9 28-06-2012 , 04:02 PM
NextDesign's Avatar
Technical Director
Join Date: Feb 2004
Posts: 2,988

dave, I guess he doesn't even need to use automap, maybe could be enough what I've made so far. Select all objects, open UV texture editor and press that button.

That would work if each of his cubes were separate; however his cubes are modeled in as one piece of geometry.


Imagination is more important than knowledge.
# 10 03-07-2012 , 08:59 PM
Registered User
Join Date: Jun 2012
Posts: 2

Thank you

Thank you all, Your suggestions worked great!

P.S - Really sorry for the long reply, was really busy! Thank you all!

# 11 03-07-2012 , 10:11 PM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
you are welcome mate user added image

That would work if each of his cubes were separate; however his cubes are modeled in as one piece of geometry.

Yeah ND, I just didn't realize that it's one piece of geo at first sight ...


May the good times and treasures of the present become the golden memories of tomorrow.
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads