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UV mapping Techniques and workflow
UV mapping Techniques and workflow
0, updated 2008-12-16 12:19:00 UTC 81,370 views  Rating:
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As you can see the UVs for the orbital sockets have been improved quite a bit. Almost done now with the general editing and relaxing of all the shells, I went through to all of them and used the unfold UVs tool. I needed to quickly put it back into UVlayout and edit the main skull UV shell with the overlapping parts.

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It normally doesnt take me long to make these adjustments, After a lot of practice at Uving things I get an idea in my head of what probably needs to be done to fix any issues, there isnt really a huge variation of UV problems and if you can fix one thing its pretty easy to fix another.

click for larger version
Now the final step is to arrange all the UV shells into the UV grid so they can be exported and texturing can begin. Maya has a fantastic tool called the layout tool. This takes the UVs of an object or many objects and arranges them in a tidy way. It also scales all the shells in relation to each other. This is important because it means the UVs for the orbital sockets wont get more UV space than the mandible, everything gets an equal amount of UV space for its size in the 3D world.


The layout tool did a great job of scaling everything and making it fit within the UV grid but doesnt always arrange the shells in a good way for texturing. I always go in afterwards and arrange them the way I want, this makes texturing easier if everything is arranged in a logical manner. I also added the teeth UVs to this as well. They were very simple to unwrap, I simply put them into Uvlayout all as one object and then split them up. I gave them quite a bit of UV space for their size in relation to the rest of the model, the teeth is something that people like to make detailed so its good to provide them with enough UV space.