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 23-09-2011 , 02:57 AM
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high resolution img

hi guys where can i get a high quality img for my texture? how do i create a high quality img.After i done my model n uv i try to appy my texture on it.. but somehow it looks blur no clear ...is really pain in my head?user added imagehelp me...tq

# 2 23-09-2011 , 05:11 AM
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I seriously think you need to look at some tutorials. A lot of your questions would be answered that way. Maya is huge, and the guidance that those tutorials provide will help you tremendously.

A good place for textures is www.cgtextures.com


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# 3 23-09-2011 , 06:21 AM
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hi i means when i do modify or change the texture in photoshop it looks just fine but when i place my texture on the object in maya.. it looks blurry no clear?.. is it way to guide me.. tq

# 4 23-09-2011 , 07:54 AM
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this is my sample.. maya 2011, mental ray, hd720 and quality lv 2 all remain default.

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# 5 23-09-2011 , 08:43 AM
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You need as ND said some tutorial mate. I would think perhaps the texture in PS is a different size to what you want? if you have stretched it at all to fit the UV it will blur...


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# 6 23-09-2011 , 10:09 AM
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lets see your UV map. I bet its tiny.

# 7 23-09-2011 , 12:32 PM
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ya honestdom is tiny got many part

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# 8 23-09-2011 , 11:55 PM
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That would be why... What is the size of your texture? If it's smaller than 2048x2048 we know your problem.


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# 9 24-09-2011 , 01:59 AM
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Assuming a texture map of 1024x1024 then each square of that UV map would be just a tad bigger then 100x100 pixels.

As the area you have outlined is 1 square wide and about 4 squares high you are looking at a 100x400 pixel density on your object.

On a 23" monitor with a resolution of 1920x1080 there are about 96 pixels to the inch in both x and y. Therefore, if your object is larger then 1x4 inches you will have pixel stretching.

Furthermore, looking at the texture map the object is unfolded and the largest single side is getting 1x1 texture square or about 100x100 pixels or about 1x1 inch without stretching on a 23 inch 16:9 monitor.


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Last edited by ctbram; 24-09-2011 at 02:09 AM.
# 10 24-09-2011 , 02:26 AM
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my size is 1024*1024, ctbram soli i don quite understand can u explan me more..user added image

# 11 24-09-2011 , 04:39 AM
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Basically you have a certain number of pixels in your "hi res" image, and that number of pixels has to fit in your UV space. So the number of pixels that covers a smaller part of your UV area won't be very high, so you get blurring. If you want higher resolution, you'll have to get a higher res image or increase the area your UVs takes up in the 0-1 space.

# 12 24-09-2011 , 04:53 AM
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The 0-1 space in your UV map has a 10 x 10 grid. If the texture map you are using is 1024 x 1024 then each of those squares is 1024/10 or about 102 pixels.

The area you have outlined is about 1 x 4 squares. If that was applied to a single planar surface then on a 23" screen it could not be more then 1 x 4 inches without texture stretching. However, it does not appear to be a single planar surface it looks like a surface that has been unwrapped and the largest planar surface I see in about the size of a single square in the 0-1 space, which is about 100 x 100 pixels or about 1" square on a 23" monitor without texture stretching.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 13 24-09-2011 , 06:42 AM
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Assuming a texture map of 1024x1024 then each square of that UV map would be just a tad bigger then 100x100 pixels.

As the area you have outlined is 1 square wide and about 4 squares high you are looking at a 100x400 pixel density on your object.

On a 23" monitor with a resolution of 1920x1080 there are about 96 pixels to the inch in both x and y. Therefore, if your object is larger then 1x4 inches you will have pixel stretching.

Furthermore, looking at the texture map the object is unfolded and the largest single side is getting 1x1 texture square or about 100x100 pixels or about 1x1 inch without stretching on a 23 inch 16:9 monitor.

That answers quite a lot of thoughts I've had about texturing. Thanks for that ;D

# 14 24-09-2011 , 06:45 AM
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what is call 0-1 space? is it my calculation right? pls have a look,that means each of uv box at least have 102*102 pixel resolution in order to get clear img.the sum of uv box is 100. total i have have 10200*10200 pixel resolution?user added image

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# 15 24-09-2011 , 05:28 PM
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Put simply, your texture just doesn't have enough resolution for what you want. If you make a texture that's say 4096x4096, you won't have this problem.


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