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UV mapping Techniques and workflow
UV mapping Techniques and workflow
0, updated 2008-12-16 12:19:00 UTC 81,367 views  Rating:
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In figure 7 I have imported the Uvs back into Maya and applied a UV display texture to it. This allows me to easily see on the model if there is any pinching of the UVs or any areas of weirdness.

There are some areas that need adjusting on the mandible. I mainly use UVlayout as a tool to make UV shells, I do all my relaxing and adjusting back in Maya. This is shown in figures 8-10. My technique for relaxing UVs in Maya is to use its Unfold UVs tool. I found the best way to use this tool is too use its unfold constraints. This means when I relax the UVs it only allows them to move either vertically or horizontally, when I use this tool without unfold constraints I sometimes get undesired effects. I unfold vertically and then unfold horizontally.

      

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As you can see in Figure 10 the unfold UVs tool has performed perfectly at eliminating any UV weirdness on the Mandible.


The next place to fix are the orbital sockets shown in figure 11. Areas like this can be very tricky to unwrap if only a single planar projection is used. I found the best way to improve upon this area was to use two planar projections on the Y axis.


Figure 12 shows what I mean, It effectively turns UVing a bowl shape into Uving something less rounded which will get less distortions. Though for some shapes its just not possible to get an absolutely perfect UV space distribution without a lot of seams.

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As you can see in figure 13, I welded together part of the seams on the orbital sockets, this makes it a little easier to texture if only photoshop is being used but luckily these days 3d projection painting in applications like bodypaint are used to paint over seams.  I also like to make the UVs resemble the model as much as possible, this makes it so much easier to make textures for it.