I'm rather new to UV unwrapping myself, but to combine all the meshes back together do this:
1. Select everything in object mode and go to Mesh/Combine.
2. You may not actually need to do it, but I go to edit mesh/merge options box. Set the threshold really low and merge while everything is selected in vertex selection mode to be sure you have no double vertexes that will screw you up later.
3. Go into the UV layout and move each shell/size them so they all fit on the screen.
It still looks like of uneven and stuff, but like you said, this is just the organic bit. Unwrapping armor and stuff is surely more difficult.
If you wanted both legs to be close to the same size, if not exactly the same, do you just repeat that stretch inverse trick over and over until it seems right?
What I do is duplicate the mesh, then extract the parts, make maps, etc., as shown. When I'm happy with it, I Transfer Attributes back to the original un-extracted mesh. Works great.
So do we have to merge the model back into one after this step? Will the projections remain after merging? Could you show us how? Sorry for my many questions but I'm quite interested in this. Hope you dun find me troublesome (:
I split the body into different UV Maps since it minimizes stretching and it's really a necessary step to take, as if we were to texture the entire body as one we would have HUGE stretching issues and such.
good tutorial but how do you merge all of the UVs into one?
Crazysammy911 1 year ago
@Crazysammy911
I'm rather new to UV unwrapping myself, but to combine all the meshes back together do this:
1. Select everything in object mode and go to Mesh/Combine.
2. You may not actually need to do it, but I go to edit mesh/merge options box. Set the threshold really low and merge while everything is selected in vertex selection mode to be sure you have no double vertexes that will screw you up later.
3. Go into the UV layout and move each shell/size them so they all fit on the screen.
meltas 1 year ago
Very helpfull thank you! I hope you have one for "mechanical" type stuff and if not will you in the future?
kkevinC 1 year ago
i actually just don't know where to go from there. i know you save as jpeg then import to photoshop but i would like to see you do it.
and is there an easier way to unwrap.
or maybe could you do something easier. not like a block but how about a sphere
judahreigns 1 year ago
It still looks like of uneven and stuff, but like you said, this is just the organic bit. Unwrapping armor and stuff is surely more difficult.
If you wanted both legs to be close to the same size, if not exactly the same, do you just repeat that stretch inverse trick over and over until it seems right?
KoopaKonartist 2 years ago
I really like your work man, just one question how old are u ? just curious because of the 94 : )
SpEakYourWorD 2 years ago
What I do is duplicate the mesh, then extract the parts, make maps, etc., as shown. When I'm happy with it, I Transfer Attributes back to the original un-extracted mesh. Works great.
chainringTV 2 years ago
question: how do you know where to pin the uvs o_O?
TekMan128 3 years ago
It always depends on the model but I just tend to try random ones to see what'll work the best.
SebastianK94 3 years ago
best maya tutorials ever!
TekMan128 3 years ago
So do we have to merge the model back into one after this step? Will the projections remain after merging? Could you show us how? Sorry for my many questions but I'm quite interested in this. Hope you dun find me troublesome (:
hocky 3 years ago
Yes, we would merge the different parts afterwards, and I don't find questions troublesome, that's how we learn isn't it? =)
SebastianK94 3 years ago
Hi Sebastian, can I know why you split up the body into parts? Normally we texture the body as a whole no? Or is it for the ease of showing us?
hocky 3 years ago
I split the body into different UV Maps since it minimizes stretching and it's really a necessary step to take, as if we were to texture the entire body as one we would have HUGE stretching issues and such.
SebastianK94 3 years ago