UV Mapping

UV mapping is when you texture map a 2D image onto the surface of a 3D model. It lets you tell Maya how you want the image to be applied.

Cube_Representative_UV_Unwrapping.png

Pluralsight tutorial notes:

  • UVs need to be spaced out evenly or they’ll get distorted.
  • Plan where you can hide the UV seams on your object.
  • You can’t manipulate UVs on NURBS.
  • Planar mapping is best for flat objects or are completely visible from one camera angle
  • For Best Plane tool you can only select one face at a time.

John sent me lot’s of stuff to help with the UV mapping. It’s better to not make one solid model but make individual pieces then group them together.

  • Bring your model into Zbrush un-smoothed and use subdivisions when you need to add more detail.
  • Do your UV maps after you bake your high poly mesh onto your low poly mesh.
  • The more space your UV map occupies, the greater the resolution.
  • Select shells – move and sew – unfold – select seam edges – make seam

Checkerboard brings up the map. Tick the width/height ratio box in planar menu. polygons – layout, flip red faces, sew edges (object none rotation in legacy mode) move and sew.


Alec’s Lecture

  • Shells/islands are separate pieces.
  • Pre-scale to world in legacy options – layout tool

You can select faces then map them.


My UV-ed models:

 

 

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