- Autodesk Maya Tutorial.
All work is copyright (c) to Hannah Watts, unless stated in the same post that it is by another artist. Any work belonging to Hannah Watts must not be used, commercially or for personal use, without written consent. THANKS!
Friday, 30 September 2011
Week 2/3 - Unfolding UV's
"While texturing a flat object is fairly straightforward, texturing an object with curves can pose some unique problems. How do you paint a 2D texture on a curved surface? How do you deal with a texture warping over bumps and grooves? If you try to break apart the UV mesh like Lesson 1, you can potentially end up with hundreds of small pieces."
Week 2 - UV mapping.
Used the help section at the Autodesk website to complete my first example of UV/projection mapping.
http://download.autodesk.com/us/maya/2010help/index.html?url=UV_texture_mapping_Creating_a_cracker_box_model.htm,topicNumber=d0e22765
Made a cereal-box-shaped-box by using the create primitive polygon tool rather than using the toolbar icons. Allowed me to set dimensions on just one click.
Created a texture map on Photoshop, each side was different.
Viewing the UV perspective/texture window showed me how messed up the texture mapping is by default.
Create UV's >> Automatic Mapping, put the settings to 3 planes rather than the default 6.
Select Edges in the view-window by right clicking and holding. Clicked an edge, Polygons >> Move and Sew (in the UV perspective window, not the drop down menu bar of the main program.
Tools >> Move UV Shell, again in UV texture view.
http://download.autodesk.com/us/maya/2010help/index.html?url=UV_texture_mapping_Creating_a_cracker_box_model.htm,topicNumber=d0e22765
Made a cereal-box-shaped-box by using the create primitive polygon tool rather than using the toolbar icons. Allowed me to set dimensions on just one click.
Created a texture map on Photoshop, each side was different.
Viewing the UV perspective/texture window showed me how messed up the texture mapping is by default.
Create UV's >> Automatic Mapping, put the settings to 3 planes rather than the default 6.
Select Edges in the view-window by right clicking and holding. Clicked an edge, Polygons >> Move and Sew (in the UV perspective window, not the drop down menu bar of the main program.
Tools >> Move UV Shell, again in UV texture view.
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