Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 26-04-2005 , 07:56 AM
BMS's Avatar
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UV Mapping Question ?

Hi Guys,

I'm a major newbie when it comes to UV Mapping . . . sorry let me re-phrase that, I'm a Newbie user added image

In the below example should my UV map layout look exactly the same as the image above it. I noticed many of the lines don't follow the actual model layout. I only realised this when I started creating the texture in photoshop.

Thanks
Paul

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# 2 26-04-2005 , 03:35 PM
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The short answer is no.

Texture coords and Poly coords are separate. It's even encouraged to move the UVs around a little bit when working on humans for example in areas where texture stretching appears (usually around the mouth). This will look odd in the UV editor but great when you render it and that's what counts. Someone more tech savvy might be able to answer this more indepth, but I wouldn't worry. Just relax your UVs so you can see what's going on when you paint it. Mike's book The Game Artists Guide To Maya explains all of this and much more and I can highly recommend it.


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# 3 26-04-2005 , 07:40 PM
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Thanks AlphaFlyte,

I will try to track down Mike's book here in Australia, if not I will try to buy it from the web. I guess my main concern was I did something wrong.

Thanks Man.

Cheers
Paul

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