Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 06-11-2015 , 11:13 AM
Registered User
Join Date: Jun 2014
Posts: 12

Automatic UV Mapping results in too many scattered shells

Hi, Im having a problem with UV mapping; Im modelling a metal barrel and after I applied Automatic mapping, the UV texture editor revealed a collection of too many tiny shells scattered and broken up in illogical sequence. Here is a screenshot, please help me find a way to fix this, thank you.
user added image


Last edited by Irbis; 06-11-2015 at 11:17 AM.
# 2 06-11-2015 , 02:24 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
A cylindrical project to start would probably work well with a barrel. In that case you'd have to map the ends separately (select faces before running the UV commands).
For the automatic map, you'll need to sew several shells together with the move and sew command. Might be worth looking for some UV mapping tuts to get you going.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads