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# 1 26-01-2014 , 02:15 PM
SilverFeather's Avatar
Noober than noob
Join Date: Sep 2011
Posts: 520

How to fix this UV map?

So I have this horse... I've used automatic mapping on it, and the result isn't exactly what I've expected it to look like, seeing as most people's UV maps actually appear to be seen from front or above and the map shows the mesh as if it were a skin.
How do I fix this? What type of mapping should I choose?

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# 2 26-01-2014 , 07:57 PM
SilverFeather's Avatar
Noober than noob
Join Date: Sep 2011
Posts: 520
Never mind, apparently cylindrical mapping worked for what I was planning to do.

# 3 26-01-2014 , 08:28 PM
mickhah's Avatar
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Join Date: Apr 2011
Location: Dortmund, Germany
Posts: 229
best way is to cut the model manually.

# 4 26-01-2014 , 08:52 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
There's no mapping method that will give you a proper UV (like you see in people's portfolios) with one click. It takes some thinking and proper application of a few tools to really optimize it.

# 5 26-01-2014 , 10:33 PM
SilverFeather's Avatar
Noober than noob
Join Date: Sep 2011
Posts: 520

There's no mapping method that will give you a proper UV (like you see in people's portfolios) with one click. It takes some thinking and proper application of a few tools to really optimize it.

Well, I've eventually managed to make the horse's nose pink by using only a ramp texture and moving the UVs around after applying cylindrical mapping. It looks closest to what I wanted the map to look like.
user added image
user added image

But if I wanted to export it to Photoshop (and I've done this previously with the auto map), what can I do to apply the saved changes to the map in Maya? Reloading it doesn't seem to do anything, the texture looks exactly the same as if it weren't painted.

# 6 26-01-2014 , 11:17 PM
Registered User
Join Date: Aug 2011
Location: Sliema Malta
Posts: 497
You will need to bake the colors of the object to a texture.

At the 11 minute mark of this video he briefly shows it. I use Ninjabake in NinjaDojo.

Complete dDo Breakdown - YouTube

# 7 04-02-2014 , 12:26 PM
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Join Date: Feb 2014
Posts: 7

UV' help

Dont use automatic mapping for UV's layout if u dont want unnecessary seam's problem i prefer to break the uv's of horse or organic things where the hair comes out so i recommend u to go at left select mesh face and go for planner mapping it easy to create a base layer of uv's now just cut uv's of moving parts like legs for head too hmmm for unwrap the rest of uvs use unfold tool where some times u see some parts not unwrap easily so u can use relax for overlap uv's also take a look at toggle shade face mode for reverse uv' note
orange color show reverse uv's and violet show overlapped uv's at last for uv' shell u just made. u can put some smooth uv's tool to world space for extend the unfold iterations too that's it user added image

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