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Steps taken in Maya to enter the UV Editor, and some tools you can use to lay out the UVs there (in preparation for importing into ZBrush, though these notes don't cover the ZBrush portion, but rather the basics in cutting/sewing seams and suchlike in Maya.)
Steps taken in Maya to enter the UV Editor, and some tools you can use to lay out the UVs there (in preparation for importing into ZBrush, though these notes don't cover the ZBrush portion, but rather the basics in cutting/sewing seams and suchlike in Maya.)
Steps taken in Maya to enter the UV Editor, and some tools you can use to lay out the UVs there (in preparation for importing into ZBrush, though these notes don't cover the ZBrush portion, but rather the basics in cutting/sewing seams and suchlike in Maya.)
start with create uv menu delete uv set (just in case you already have them) select object create uvs planar map (just to create a default set of uvs) you can grab uvs either by o selecting them in the uv texture editor o OR go to the default viewer and select uvs there (e.g., you could select edgeloops, and if you wanted to cut them, you could convert them to uvs by + right clicking in the hotbox, and hitting convert selection to UVs)
Basically, with this whole process, we want to cut seams in the mesh. We want to cut the mesh in a way that it can be unfolded cleanly and laid out in a uv style grid. You can have multiple uvs in the same model, but for now we're going to stick to one set for the entire thing.
Start going in and isolating parts that you want to unfold to paint textures on -- selecting a loop to 'cut off the head', and so on. Cut seams in areas that are not much seen (like things that'd be under clothes, etc.)
Defining UV Seams From Edges: select edge along which you wish to place cuts in the seam hit the separate uvs along the selected edges button in the uv texture editor (it looks like a pair of scissors) [it's also located in the polygons menu] To see a thick blue line where you've cut the seams: (it's not a default option, so if it's not on): o Method One: select object go to display polygons texture border edges o Method Two: hit the texture border edges button in the uv editor o Method Three: + click in the uv editor
note: the following assumes that you have the polygon workspace activated
Maya Editing (Laying Out) The Cut UVs:
(the following takes place in the uv texture editor)
select all the points of a single, cut-off part o select some of the points in the chosen piece, o right click, and say select shell activate smooth uv and try unfolding and relaxing it
laying things out in the manner described above doesnt always work perfectly; if you havent already, try cutting things in half down the centerline once you're happy with the unfolded version you can reattach them (like the two halves of the head and such) o select edges o hit move-and-sew (tool in the uv texture editor; hover to find) fix things like the nose by selecting their uvs individually and try messing with them (w/ the relax and unfold tools and so on)
exporting as an .obj: if the model isn't centered for whatever reason, re-center it. clear all the history select all o file export selection export as an obj