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 21-08-2014 , 10:43 PM
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Can you please help me with this??

THANK YOU, THANK YOU SOOO MUCH FOR READING AND HELPING!!!!
I modeled and have problems getting mudbox to accept it. Because my experience is limited, I am doing a childish mistake that I dont know how to fix..can you help me??
I know mudbox only takes polygons. So I build all my models using the Cube. I love working with this...
So here it goes...
1 - I modeled this screw.(screw1 jpeg)
2 - Then I used the helix polygon and just "dumped" on it like you see on mudbox capture shown.
3 - Well in mudbox I try to retopo, and it wont do it, because of this message. And you can see the red mess shown..
4 - In Maya, I use the "Cleanup" tool...but...it doesnt work as I dont really know which settings to use.

So questions:
1) What do I need to do when I want to use other primitives such as Helix to be able to work in mudbox?
2) When I combine (in this case the helix with the base model) what is the correct procedure?(because obviously I grossly put them together expecting Maya to fix it on its own)what is the correct procedure to "combine" and "merge" (any tutorial suggested?)
3) In this case what can I do to fix it? because I dont really know which faces to delete..
AGAIN, I AM VERY APPRECIATED FOR ANY HELP!!!!

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# 2 21-08-2014 , 11:46 PM
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can't help with mudbox but it's pretty easy to model a unified screw in maya


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# 3 27-08-2014 , 03:48 PM
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get a cylinder, add a continous loop around like on the picture below
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set the pivot (insert, hold v and move) at the top vertexes (making sure you have scaled them all in the Y before this, so that they are straight). duplicate one, hold v so they connect properly like the image below, then combine all the objects and merge all vertexes with about 0.0010-0.0001 threshhold (so no other vertexes get merged basicly)
user added image

Select the straight loops (that used to be the end/beginning), then select similar and ctrl+delete the edges
user added image

Use the insert polygon tool twice and select the middle faces-loop and extrude them. if you want that triangle look on the tip you can always ctrl + rightclick and do to vertexes, and merge (by finding the proper threshhold)
user added image


hope that helped you out buddy, if i wasnt too late for you to find a sulotion user added image
this works in mudbox by the way


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Last edited by Skalman; 27-08-2014 at 03:51 PM.
# 4 27-08-2014 , 05:51 PM
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Another way would be to use a shape to extrude see pics..................dave

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Last edited by daverave; 27-08-2014 at 05:55 PM.
# 5 14-11-2014 , 05:18 PM
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good man !!!

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