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
Haha that takes me back to when we used poser at work for things, basically the model will come in with a few different shaders too.
Basically, You dont need to unwrap as its already been optimised for texturing and unwrapped, its just that youve selected the model with alot of different uv sets. By doing auto mapping you have just cut your own throat by letting maya make lots of tiny uvs that will take forever to sort.
Open the origianl model again then, go to the hypershade and select the model and then graph the materials for the selected objects. Once thats taken care of simply pick one of the shaders and right click 'select object with material' this will then hilite in the uv editor which material is related to the model, you can then export the uv map out for that selection making easier to edit the texture in PS
far easier than farting about with lots of stupid bits
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