Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 16 17-09-2011 , 04:35 AM
NextDesign's Avatar
Technical Director
Join Date: Feb 2004
Posts: 2,988
Just so you know, you don't really need Headus for this, Maya's tools would be sufficient. Especially if you're looking at making this a career, many studios (especially smaller ones) may not have Headus. I strongly recommend you learn Maya's own tools; as these techniques can be applied with other software as well. It's also usually faster to unwrap hard-surface objects with the built in tools once you get comfortable with them.


Imagination is more important than knowledge.
# 17 17-09-2011 , 07:55 AM
honestdom's Avatar
The Nurb Herd
Join Date: Oct 2007
Location: London
Posts: 2,381
+1 what nextDesign said.

# 18 17-09-2011 , 08:03 AM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
Thanks guys, so I'll try to do it once more with Maya's own tools and then repost it here.
One more question: what mesh is better to unwrap low poly or high poly ?

Thanks
Creck


Last edited by Creck; 17-09-2011 at 08:44 AM.
# 19 17-09-2011 , 10:52 AM
ctbram's Avatar
Moderator
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,998
UV the lo-poly mesh


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 20 18-09-2011 , 10:55 AM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
As I were working with 3DS max I mainly used "Pelt" and "Relax" tools for mapping, but in Maya I can't find something like this, is it missing or it just has different name ?

Thanks
Creck

# 21 19-09-2011 , 02:04 AM
bullet1968's Avatar
Lifetime Member
Join Date: Feb 2010
Location: Australia
Posts: 4,255
IN the UV viewport between 'select' and 'image' you will see tool...in there is the smooth tool with some options creck.

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 22 19-09-2011 , 02:14 AM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
To add to Bullet's comment, under the polygon menu, there are "relax" "unfold" and "layout"... that might be what you're looking for? I'm not familiar with max.

# 23 19-09-2011 , 06:25 AM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
Yes, that's the exactly what I was looking for.

Thanks
Creck


Last edited by Creck; 19-09-2011 at 07:27 PM.
# 24 30-09-2011 , 11:14 PM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
Well, its been quite a while since I posted here, been busy because of school. After couple of hours trying to map this violin and here is the result.
Creck

Attached Thumbnails

Last edited by Creck; 01-10-2011 at 11:29 PM.
# 25 02-10-2011 , 07:36 PM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
Hi mates, got a little problem again :/ today I've finished UV's of violin and I did in at low poly mesh, but once I smooted it, shapes has changed a lot user added image this causes to me pretty ugly look...

Here is screen, around "f" is that what I am talking about

Attached Thumbnails
# 26 02-10-2011 , 08:03 PM
ctbram's Avatar
Moderator
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,998
try this....

1. duplicate the voilin

2. keep the original unsmoothed

3. smooth the duplicate

4. select the low poly mesh , then shift select the hi poly mesh then pick mesh>transfer attributes options and reset it and then just change the sample space to local. Then apply and see of the texture distortion goes away.

I think you can then reset the smoothing divisions to 0 and delete the history and the model textures should be undistorted the next time to smooth

I hope this works for you.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 02-10-2011 at 09:43 PM.
# 27 02-10-2011 , 08:15 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
It could be your seams, if what ctbram does not work try stitching the small UVs into the larger one and do a unfold in that area, It looks like you have the same problem with the outer beading...........dave

Attached Thumbnails



Avatar Challenge Winner 2010

Last edited by daverave; 02-10-2011 at 10:03 PM.
# 28 02-10-2011 , 09:34 PM
Creck's Avatar
Great community
Join Date: Aug 2011
Location: Slovakia
Posts: 232
Thanks for reply, I've tried what you wrote but didn't work user added image it looks like that smoothing has deformed whole UV's :/ screens: before, after user added image any suggestions ?

Attached Thumbnails
# 29 02-10-2011 , 09:42 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
Now I have a closer look at you mesh you have some ngons(polygon with more then 4 sides) its a good idea to clean these up. Just add some edges from one side to another......dave




Avatar Challenge Winner 2010
# 30 02-10-2011 , 09:49 PM
ctbram's Avatar
Moderator
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,998
What strikes me as odd is the unconnected polygons being formed on the edges of the F's and outer edges. Even with the ngons I can't quite figure how those are being generated unless there are hidden faces and disconnected edges.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 02-10-2011 at 10:17 PM.
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