- Видео 6
- Просмотров 184 030
3D Hacks
США
Добавлен 8 июл 2019
"Welcome to 3D Hacks! 🎮🎬
Explore the captivating world of 3D creation and innovation with our comprehensive tutorials on Unreal, Maya, Substance Painter, Blender, After Effects, and beyond. Whether you're a gaming enthusiast, aspiring VFX artist, or motion graphics creator, our step-by-step guides empower you to master these cutting-edge tools. Join our community of passionate learners and unlock the secrets to crafting high-value content that leaves a lasting impact in the Gaming, VFX, and Motion Graphics industries. Subscribe now to embark on your journey towards limitless creativity!"
Explore the captivating world of 3D creation and innovation with our comprehensive tutorials on Unreal, Maya, Substance Painter, Blender, After Effects, and beyond. Whether you're a gaming enthusiast, aspiring VFX artist, or motion graphics creator, our step-by-step guides empower you to master these cutting-edge tools. Join our community of passionate learners and unlock the secrets to crafting high-value content that leaves a lasting impact in the Gaming, VFX, and Motion Graphics industries. Subscribe now to embark on your journey towards limitless creativity!"
Maya tips & tricks - Mastering Pivot Point With Maya Bonus Tools
How to speed up your Maya workflow using Maya bonus tools
You can download Maya Bonus Tools over here ► apps.autodesk.com/en/Detail/Index?id=8115150172702393827&os=Win64&appLang=en
Support my work on Patreon ► www.patreon.com/user?u=21990405
You can download Maya Bonus Tools over here ► apps.autodesk.com/en/Detail/Index?id=8115150172702393827&os=Win64&appLang=en
Support my work on Patreon ► www.patreon.com/user?u=21990405
Просмотров: 2 754
Видео
Maya tips & tricks - Camera clipping plane script
Просмотров 1,5 тыс.5 лет назад
How to set far and near camera clipping plane with the script - Copy the Script below - import maya.cmds as mc def SetAllSceneCamClipping(): #Variables NearClipVal = 1 #Value for Near Clipping Plane FarClipVal = 100000 #Value for Far Clipping Plane AllSceneCamSelect = mc.ls(cameras=True) for a in AllSceneCamSelect: #print (a) mc.setAttr(a ".nearClipPlane", NearClipVal) mc.setAttr(a ".farClipPla...
Maya tips & tricks - Straighten UVs
Просмотров 172 тыс.5 лет назад
Maya Straighten UV Mapping Workflow Support my work on Patreon ► www.patreon.com/user?u=21990405
Maya tips & tricks - Snap Together Tool & Wedge Tool
Просмотров 2,9 тыс.5 лет назад
Speed up your Maya modeling workflow Support my work on Patreon ► www.patreon.com/user?u=21990405
Maya tips & tricks - Quick Retopology Script
Просмотров 4,2 тыс.5 лет назад
Speed up your Maya hard surface workflow Patreon Donation ► www.patreon.com/user?u=21990405 Background Music ► ruclips.net/video/XQclVoI9DgE/видео.html
there's a faster way, when you unfold your mesh, you can select a central edge that cross the object and click in "Straighten Shell" and them select all the shell and click "Straighten UV"
Wont work if the geometry isn't perfectly equirectangular.
went over the top of my head
thank you!
bevel box how to unwrap perfect?
Thank you. Helpful video, but what's the music you used? It's cute :)
Thank you!!
Thanks
Great thanks for share :)
Wow It's so simple and powerful! Thank you
great tutorial!! love it
This is Brilliant Thanks!
As long as your textures look fine super clean uv layouts don't matter that much. The first unfold looks so close to your end result when you showed the checker map, but hey it looks super clean.
it's not abou how the uvs are going to look. Sometimes you have a pattern that needs to be repeating a long the surface in a seamless way, or a texture with apparant straight lines. If you dont have even UVs they are going to look wrong. Even though the first uv as you said would be the most realistic and how unwrapping would be in real life.
If you're planning to import the model into Substance Painter or similar, it's right
way too tedious, uv straigthen plugin is best
Something new i learnt today. Thanks!
tk for tp
Amazing!! Thank you very much!!
Maya is incredibly dumb, I saw blender user do their uv in 1 to 2 click, thanks for the video, it is intriguing but for real I suggest using blender, I have not jump ship yet but I might as well learn it
I will try, thank you
I did this but its nit working for me I have like 40 cameras that I imported with an fbx but none of their clipping planes get altered at all
What if it was arc?
Thats just way too complicated.
MY DUDE, THANK YOU!
Hey tutorial-maker guy! I reeeaaaaally appreciate those like yourself going out of your way to make vids like this. But we are a little bit confused! Why does this process work? From about 2:40 onwards - the process seems to be a series of random functions which give the desired result? Could you please explain the steps again? And why they work?
So the procedure is - For some reason, cut a piece off, do some random stuff, then some more random stuff, and then it works? Why? Why does it work?
is it a problem if my uvs are not straighten?
ew, deleting history every 30 seconds. Not in Blender or 3ds max
4:05 when I unfold along V, it doesn't scale with the previous face, how to fix it?thank!
its slow process think imagine if there is a really complex model
nice technique good use of tools
awesome music
Excellent 👌
Honestly i'd rather just stick with the second or first method considering how much time the third one takes in whatever situation... even if the uv's are messy at the end.
I often use this method in Maya as well. However, when I check the UV Distortion option, it tends to look quite messy. Maybe I'm relying on it too much, but should the distortion it shows be a concern?
Depends, plenty of clients and or lead artists I have worked with, do not like when they see the UVs distorted and will ask you to fix it. But now in terms why it might be a problem. If you are going to bake it, and has enough resolution, then you might get away with it. But if it has lower resolution you might actually see the pixels stretch and it looks bad. If you paint straight lines, it might look bad because the line might get thinner in the areas with more resolution. If you add a distinguishable pattern, you might see it become smaller where there is more density and it might even distort. But if you do not have any of that, you might get away with it, and there are ways to fix some of the problems. Such as duplicating the model, completely relaxing the UVs, putting the pattern, and then baking it. But of course, having to fix those problems is extra work, and it might be better to fix the UVs before texturing.
love u dude, save pain ours of work
Cool method! BUT No need to cut this little uv shell. Just deselect edges of uv-cuts in 3d viewport at 2-55 step and do all the same steps as shown. It will work even with full torus
genius thank you!
Thank you so much sir for help through this video for me
What kind of sorcery is that...
When straightening one of my objects the edges were just going nuts but depending on where I put the edge they were less so... I'm not good at this 😭
Thank you! Very helpful and easy to follow tutorial.
And to make things faster, you can assign a hotkey to Unitize, Move and Sew I basically press N, M, L, T (unitize, move and sew, layout, transform)
Great concepts explain very well....Waiting for the next episode.
Very Helpfull Superb Keep it up
Hello! I hope you are good. At the time of performing the third method, specifically, when I press Unfold along V the UV continues to be stericized, it does not straighten. Do I have to configure the Unfold so that they are aligned to me?
Thanks! that's a nice way to do it.
OMG, It's helpful thanks
u can do also cylindrical uv mapping... and then unfold U / or unfold V... it depends on your objects...same result but faster
Thank you! Yours was the optimal method I was looking for.
how? same method?
Thank you !
Thanks man
Did you try with a not so even distributed edgeloops in the V direction? In such case, that doesn't work like when the edgeloops are evenly distributed.
хрень
I run into this issue where this method works fine, but eventually the UV shells get all messed up and crumpled as I continue working in my scene. Any thoughts? I'm using Maya 2022, but I saw this issue on Maya 2019 and Maya 2020 too. I am deleting history on the UV shells after I finish them, but it doesn't fix the crumpling.
Have you figured it out?
@@anudeep5757 yes, I did! It was something to do with the Unfold3D plugin. I deactivated then activated it and it fixed the issue
@@andrea-seems-ok Okay bro
Wow you a simple thing more complicated ..