Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 27-05-2005 , 11:16 AM
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help with UV texture editor

i want to set up my texture in the UV texture editor, so it looks similar to my model - for example for his shirt the front, back, and sides should be discernable and nicely laid out, ready to be painted. but my UVs are a mess and i can't figure out how to organize them better. am i missing a step, or is it something that takes time to go in and clean up by hand?

# 2 27-05-2005 , 12:52 PM
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have you used any mapping? planar,automatic etc.
post a pic so we can see whats happening.

# 3 27-05-2005 , 01:32 PM
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you already answered my question - i was looking at the UV texture editor image before assigning any sort of mapping. the polys i made looked unfolded like a box. i looked at what you wrote, and tried to map it, and sure enough it makes sense now. thanks. that was easy, huh?

# 4 27-05-2005 , 01:40 PM
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oops i spoke too soon - let's say i use planar mapping on the face. now in the texture editor, i can see the face clearly, but the back of the head is behind the face, so i can't paint on both. i figured if i cut the UVs apart i could put them next to each other, but it doesn't seem to work. how can i get in there and seperate the pieces of the poly apart without just automatic mapping?

thanks.

# 5 28-05-2005 , 07:59 AM
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planar maps map the object from one angle. if you were to uv map your face using planar maps ud probably have 1 uv map ontop 1 on front 1 on either side and 1 on the back (5 uvmaps) or for a head you could use a cylindrical map.

try this tutorial

click here

hope this helps.

# 6 28-05-2005 , 01:22 PM
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thanks for the link, yeah i had read it before but forgot where i found it - it makes sense now though thanks.

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