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
# 1 09-10-2008 , 07:59 AM
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Poser model imported to maya *way to fix uv?

Hi, i Imported a model from poser 7 into maya 8.5. I need to be reminded how I can unwrap the uv since all poser uvs look like this:

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I think I remember it being under the polygons menu?
Not sure, anyone know?

# 2 09-10-2008 , 08:19 AM
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I would start by selecting UV shells and moving them into aome free space.

once there all sepperated then have a look to see whats the best way to go about mapping it


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# 3 09-10-2008 , 09:02 AM
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Thanks, I actually figured it out, it was under create Uvs> Automatic UV. This is what the UV looks like now:

user added image

much better to paint on

# 4 09-10-2008 , 09:48 AM
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# 5 09-10-2008 , 09:52 AM
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That's the move UV shell tool Steve was telling you about. Those tiny pieces look like a total nightmare man.

Edit: forgot the pic :x
user added image


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Last edited by GecT; 09-10-2008 at 10:01 AM.
# 6 09-10-2008 , 10:46 AM
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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

Jay

# 7 09-10-2008 , 10:52 AM
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Jay, i will have to try that out. Thanks

# 8 09-10-2008 , 11:20 AM
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or just select the whole model and go to mesh>separate, and that should do the trick, if I ain't mistaken


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# 9 10-10-2008 , 02:13 AM
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Originally posted by Joopson
or just select the whole model and go to mesh>separate, and that should do the trick, if I ain't mistaken

user added image

# 10 10-10-2008 , 07:33 AM
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I don't know what that reaction was about, haha


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# 11 10-10-2008 , 09:24 AM
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LOL yeah I think 'Roger Irrelevant' is in town....
Jay

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