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
# 16 09-03-2013 , 06:29 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
I made a UV checker texture in illustrator that you can download here: https://bmc.erin.utoronto.ca/~stuart/resources.html (bottom of the page). It just helps get oriented a bit better so you can see if UVs are flipped and how they show up in 3D space. You can increase the repeats in the place2Dtexture node so the squares are smaller, that sometimes helps see patterns better too.

# 17 02-05-2013 , 01:46 PM
Juanpax's Avatar
Having Fun!!!!
Join Date: May 2012
Location: Puerto Rico
Posts: 157
Hii all!! I've been working on my uv's since I'm new to that and I was wondering if this is a good layout. Please tell me what should I fix and why if you can. Take care people user added image

Attached Thumbnails
# 18 02-05-2013 , 02:01 PM
Juanpax's Avatar
Having Fun!!!!
Join Date: May 2012
Location: Puerto Rico
Posts: 157
Hey Stwert!! Thanks for the link I saw it today user added image I didn't notice. user added image

# 19 02-05-2013 , 02:48 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
You need the opposite to what you have at the moment, small square mean more UV space, so you want to have more UV space at the front of the face (if bold and need detail all over head you would want to have even UVs all over)................dave




Avatar Challenge Winner 2010
# 20 02-05-2013 , 03:06 PM
Juanpax's Avatar
Having Fun!!!!
Join Date: May 2012
Location: Puerto Rico
Posts: 157
Thanks Dave. This are my uv, What should I do? add more polys?

Attached Thumbnails
# 21 02-05-2013 , 03:22 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
Dave means the area the UVs take up should be proportional to detail you require for the textures. The back of the head likely needs less detail so the UVs could be smaller in your 0-1 space (which would result in larger checkers in 3D space). You could use the lattice tool in the UVTE to enlarge the face area UVs, but I personally think it looks pretty nice and even as is. It's debatable whether evenly distributed UVs (resulting in checkers all the same size) is less important than are proportional to texture detail. Either way can make it more difficult to texture properly. Hope that makes sense.

Edit: Looks like some stretching in the chin area, you could tweak the UVs there a bit.

# 22 02-05-2013 , 09:31 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
Use the fill whole to fill the holes for the eye then go to the UV editor and select the UVs I have ringed, now scale up a little then do a unfold with the setting I have shown in the vertical now change to horizontal and unfold again, change the selection to pin selected UVs and repeat the two unfolds again. Forgot to say cut out the ear UVs and scale up. Delete the bit of mesh that we created for the eyes. There is a lot more to the unfold options but that should do for now.........................dave

Attached Thumbnails



Avatar Challenge Winner 2010
# 23 03-05-2013 , 09:18 PM
Juanpax's Avatar
Having Fun!!!!
Join Date: May 2012
Location: Puerto Rico
Posts: 157
Got it! Now I understand what you mean. I think thats one of those things you have to do so you can see it for your self. So I going to add a texture and see what happens. BTW I fix the chin area. Thanks.

# 24 03-05-2013 , 09:38 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
Could you show us how the UVs look.............dave




Avatar Challenge Winner 2010
# 25 04-05-2013 , 05:06 AM
ctbram's Avatar
Moderator
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,998
I agree with everyone so far your modeling is very well done and I like the subject matter. it's particularly impressive for a first character model.

Personally, I cannot stand dealing with the zbrush interface. I don't care what anyone says I believe it's terrible. If you can use maya mudbox will feel very familiar to you and I agree for texturing it beats ZB.


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

Last edited by ctbram; 04-05-2013 at 05:09 AM.
# 26 05-05-2013 , 04:22 PM
Juanpax's Avatar
Having Fun!!!!
Join Date: May 2012
Location: Puerto Rico
Posts: 157
Thanks ctbram I'm trying to do my best. I don't like Zbrush interface either its not user friendly, even if you want to do do simple stuff like scale, rotate or move your Mesh it doesn't even make sense to me, but its all about getting use to it. Its definitely easier to work with Mudbox I'm trying to learn both to see with its the best for me.

dave I will be posting my uv's later. I want to keep on practicing until I get them right, or at least until I think they are right user added image

# 27 06-05-2013 , 03:44 AM
Juanpax's Avatar
Having Fun!!!!
Join Date: May 2012
Location: Puerto Rico
Posts: 157
dave I made the face and ears bigger. I tried to get as less distortion as i could, Is it normal to have distortion on some places? cause its a pain to keep the checker box squared all over.

Attached Thumbnails

Last edited by Juanpax; 06-05-2013 at 03:55 AM.
# 28 07-05-2013 , 06:40 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
Sorry for not getting back to you sooner I had some internet problems that I still need to fix, Looking good you could give some more UV space to the back of the head just to even out the UV............dave




Avatar Challenge Winner 2010
# 29 08-05-2013 , 03:39 AM
Juanpax's Avatar
Having Fun!!!!
Join Date: May 2012
Location: Puerto Rico
Posts: 157
Ok Thanksuser added image

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