you are an amazing teacher and i love you -- even though this is messy its an easy fix. very awesome tutorial. i bet if you started a site people would donate all the time
Excellent! I've been working in Maya for a while, but I hadn't mapped UVs in a while so I just needed a refresher. You went straight to the point, without skipping anything. Excellent!
i've got trouble, i removed the image instead of dimming it.
after a while thru my UV manipulating (cutting, sewing, scaling, unfolding) i turned on the image, and found the checkers acting as a FILL in for the silhouettes of my UVs. now whenever i'm getting plane black effects on my model every time i change the place of it's newly shaped UVs.
Thank you! This is exactly the kind of tutorial I needed, it's amazing how many UV tutorials don't explain simple things properly like how to set up your UV's first.
I'm trying to figure out texturing and I had a question. When you unwrap uvs in photoshop, they are all separated and I was wondering how you map them back on to the model. I can get the front faces mapped but I don't know how to make each part separate. Can you help me out?
Good questions. The paint selection tool allows selection on one side of the mesh and will not select the faces on the model's back side. If I was to use the selection tool, it selects both sides if your not careful. Plus painting over large areas is faster than hand selecting each face. As for the small UV chunks....I like that workflow better. I feel I get less distortion to clean up afterwards whereas if I UVed it as one giant front chunk I would have to clean up major distortions.
Excellent tutorial. I'm a novice Maya user and this was very useful. I have one question though, apologies if it's a bit basic: Why did you choose those particular parts with the paint select tool, and what was stopping you from just selecting the whole body in one go? Generally should you select smaller parts of a model and sew the UV map together later?
Hmm.. well selecting certain faces that are flatter on an axis (in this case: abdominal faces in the Z axis), insures that that part of the body will deform and map better on that axis. If you planer map the entire body from the X axis, the sides of the body will map streched out (which is undesired). So sectional mapping is more controllable.
Its been a while since I did any mapping. Im off animation for a while from work and they wanted me to get some new characters un-wrapped. This was a great help to review those basic steps needed.
very useful thanks for the tutorial, also how do I know what parameters to use when I make a texture on photoshop and want to import it onto my model with out it stretching?
Thanks 4 the tutorial man, it really helped me with some classes, and by the way, do u have ne more tutorials or a webpage we could visit 2 learn some more about maya.. and thanks again..
Thks for this tutorial. I was looking for a tutorial like this a long time ago, and now all my doubts of UV mapping get clear in my mind, of course, thks fo u man. Awesome tut, nice tricks and a beautiful initiative.
Sorry about my bad english, but I need to thank you.
How did you create that male figure.. I really need to know.. Did you design it? Is there an option that creates one? Please either reply or make a new video on how to create one of these male figures..
Ha it's funny you mentioned that specifically.. yes this was an early version of my model...he also has obvious tris and n-gons on his hips and legs. He did in fact have too many edgeloops in his waist area. Good catch. Also this model was being used solely for demo purposes...I did in fact only UV half of the body, I duped it and flipped and sewn the UVs together. I just wanted to demo a basic and very down and dirty way to obtain a UV patch by planar projecting...no more.
you are an amazing teacher and i love you -- even though this is messy its an easy fix. very awesome tutorial. i bet if you started a site people would donate all the time
strawberryShaker420 7 months ago
why this thing looks harder than scripting.....lol
dranoel1963 1 year ago
Excellent! I've been working in Maya for a while, but I hadn't mapped UVs in a while so I just needed a refresher. You went straight to the point, without skipping anything. Excellent!
chuchubebop 1 year ago
This is so GREAT. I am a noob and this video really help me a lot. This make things easier to texture and stuffs. Thanks a lot.
vivoslibertos 2 years ago
omg you're a life saver!
devildante21 2 years ago
i've got trouble, i removed the image instead of dimming it.
after a while thru my UV manipulating (cutting, sewing, scaling, unfolding) i turned on the image, and found the checkers acting as a FILL in for the silhouettes of my UVs. now whenever i'm getting plane black effects on my model every time i change the place of it's newly shaped UVs.
any idea what i'm doing wrong? thank u
evanescfan 2 years ago
Thank you! This is exactly the kind of tutorial I needed, it's amazing how many UV tutorials don't explain simple things properly like how to set up your UV's first.
Lethn 2 years ago
awesome VID., when u have time could u show how to export uv's to photoshop??
i've subscribed :)
mrtorrie 2 years ago
awesome thanks
zolo65 2 years ago
didn't know about holding down B will toggle paint brush size thanks!
whyeff21 2 years ago
I was looking for this!
thank you!
smitchacha 2 years ago
I'm trying to figure out texturing and I had a question. When you unwrap uvs in photoshop, they are all separated and I was wondering how you map them back on to the model. I can get the front faces mapped but I don't know how to make each part separate. Can you help me out?
LinkinFreakPixar 3 years ago
Mike4550,
Good questions. The paint selection tool allows selection on one side of the mesh and will not select the faces on the model's back side. If I was to use the selection tool, it selects both sides if your not careful. Plus painting over large areas is faster than hand selecting each face. As for the small UV chunks....I like that workflow better. I feel I get less distortion to clean up afterwards whereas if I UVed it as one giant front chunk I would have to clean up major distortions.
PolyNurb 3 years ago
Excellent tutorial. I'm a novice Maya user and this was very useful. I have one question though, apologies if it's a bit basic: Why did you choose those particular parts with the paint select tool, and what was stopping you from just selecting the whole body in one go? Generally should you select smaller parts of a model and sew the UV map together later?
Mike45450 3 years ago
Hmm.. well selecting certain faces that are flatter on an axis (in this case: abdominal faces in the Z axis), insures that that part of the body will deform and map better on that axis. If you planer map the entire body from the X axis, the sides of the body will map streched out (which is undesired). So sectional mapping is more controllable.
whyeff21 2 years ago
it appeared this: // Error: The default uv set cannot be deleted.
when i tried to delete the UV, what can I do?
denimad88 3 years ago
you should go to Edit UVS -> delete uv set, and NOT create uv -> delete UV
simplicty14 3 years ago
Its been a while since I did any mapping. Im off animation for a while from work and they wanted me to get some new characters un-wrapped. This was a great help to review those basic steps needed.
Thanks allot man.
danvancool 3 years ago
Dude you rock. Thanks for this. I usually had to move each and every vertex with original uv's. Thanks so much for this video.
Miroku17 3 years ago
very useful thanks for the tutorial, also how do I know what parameters to use when I make a texture on photoshop and want to import it onto my model with out it stretching?
HatakeStrife 4 years ago
really thanks for uploading, it really helps.
^^
hihichanel 4 years ago
Thanks, it was really useful.
Decompose89 4 years ago
Thanks for this tutorial. Pretty solid explanation to me.
eloosive 4 years ago
it sux, cause I have to watch it over and over to not miss anything.
Garfler 4 years ago
=P Youre the one who Sucks! This video is really useful!
darthst 3 years ago
sorry
Garfler 3 years ago
uvw ..represents the xyz axis
u=x,v=y,w=z
WARDISWARD 4 years ago
Thanks 4 the tutorial man, it really helped me with some classes, and by the way, do u have ne more tutorials or a webpage we could visit 2 learn some more about maya.. and thanks again..
ds13029 4 years ago
Thks for this tutorial. I was looking for a tutorial like this a long time ago, and now all my doubts of UV mapping get clear in my mind, of course, thks fo u man. Awesome tut, nice tricks and a beautiful initiative.
Sorry about my bad english, but I need to thank you.
Cya, and keep up the good work. ;)
sussegado 4 years ago
Thanks for the tuto man
357Python357 4 years ago
UVs?!?! I love UVs!!! Only one question, what the hell is a UV? :P
Izakokomarixyz 4 years ago
How did you create that male figure.. I really need to know.. Did you design it? Is there an option that creates one? Please either reply or make a new video on how to create one of these male figures..
Thanks :D
RSdeathstr 4 years ago
your topology is not very efficient.
The area around his lower abs are way too dense.
Why don't u cutt the model in half and layout just the 1 part since this model is symmetrical.
ikbosje 4 years ago
ikbosje,
Ha it's funny you mentioned that specifically.. yes this was an early version of my model...he also has obvious tris and n-gons on his hips and legs. He did in fact have too many edgeloops in his waist area. Good catch. Also this model was being used solely for demo purposes...I did in fact only UV half of the body, I duped it and flipped and sewn the UVs together. I just wanted to demo a basic and very down and dirty way to obtain a UV patch by planar projecting...no more.
PolyNurb 4 years ago