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How to UV Map Complex Objects in Maya
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- Опубликовано: 18 авг 2024
- After watching this tutorial you will learn a simple workflow for UV Mapping complex objects in Maya. I also cover how to quickly setup UDIMs in Maya. This video is part of a series on how to prepare real-time game ready assets in a real production pipeline.
Professional Website: onmars3d.com/
Gumroad: gumroad.com/on...
Artstation: www.artstation...
Instagram: / onmars3d
Software used in Tutorial: Maya 2020
UDIM Documentation: learn.foundry....
UV Checker Map Maker: uvchecker.byval...
Concept/Reference Art - Filippo Ubertino: www.artstation...
#uvmapping #lowpoly #gameart #3dmodeling #autodeskmaya
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Table of Contents
0:00 Introduction
0:30 UV Mapping Overview
1:17 Delete UVs, Delete History, Freeze Transforms
2:03 Create Camera Based UVs
2:41 Cut Seams and Create UV Shells
11:12 Stitch and Sew Where Needed
13:39 Straighten UV Shells to Avoid Aliasing
16:07 Minimize Distortion Where Possible
17:28 Workflow Recap
21:12 Understanding UDIMs
23:52 Setup UVs for UDIMs
27:14 Setup Textures and Materials for UDIMs
31:06 Conclusion
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You are surely the BEST channel I've came across when it comes to 3D modeling, maybe in general. Your videos helped me so much and are still helping me in my development as a 3D student/artist. They are clear, divided into sections, well organized...they are infinitely better than my expensive school. I can't thank you enough!
Really happy to hear that, glad you found them helpful!
Check out my Patreon/RUclips Membership for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂
www.patreon.com/OnMars3D
By far the best UV tutorial I've seen. Very informative and so well structured, amazing job man. 👌
Glad you found it helpful!
I really love the way you explain everything in such a detailed way. And thanks for the additional tips and tricks as well.
Glad you found it helpful!
Wtf are you smoking he didn’t explain shit and this tut is a nightmare
I've been a game developer for 6 years and love to keep learning! I learned so much from this video, so many great tips and as a whole I'm really excited to support your channel and check out your other videos!!
Happy to help!
Shockingly different approach than what I do in Blender. Interesting. Subbed.
Thanks for the sub!
Wonderful tutorial my friend. You are up there with the best tutors on RUclips ! With love from Australia
Appreciate it, cheers!
we can straighten the shells manually or we can make the uv straight by 'shift right click on the shells and orient shells' then rotate accordingly (rotate option uv toolkit). that would be faster. I learned a lot from this channel and still learning it. thought to share this little tip here just to help other learners.
I spat my water out when you said that 24k is optimized, great video!
Sir u ur amazing I am a 3d student my quite weak in uvs and texturing this helped a lot thanks
Happy to help!
He is a real professional no doubt bout that :D
You are the best! Thank you for these great tutorials
No problem!
Best Tutorial I saw so far, watching out for more Vids of yours!
This is very best video about uv-process. I have seen some
HOW? I've just wrote down on a sticky note to look for "how to setup udims on maya", and next your video popup without searching for it! I've to suscribe, it's a signal!!! hehehe
RUclips is weird like that, glad it helped!
I have always struggled with UV, I will check this video, I am sure this will help me out a lot like your other videos, thanks a lot
Glad you find my videos helpful!
Very important update on my learning. I was always wondering how AAA games gains such an amazing amount of details... Now I know the secret to implement in my game. That rocks. Thank You 🤟🥂😁
Thank you for the great explanation! You are the great teacher
Really informative! Thank you!
Great tutorial, do you happen to have anything regarding texel density when laying out the UVS?
Solid information here. thank you!
Are you planning on doing a workflow video on how to setup UDIMs for Unreal Engine 5? ;)
Yeah, that's the plan!
thanks man there are things that are really so important to know
No problem!
Wonderful Videos ! Thanks a ton for sharing !
Thanks Aunmar! Great Tutorial as always.
Thank you, happy to share!
Have you use the 3D cut an sew tool? It really quickens the process of cutting and sewing edges.
I haven't, I'll check it out. Thanks for the suggestion!
great video
Glad you enjoyed it
Like your explanations
so much helpful thankyou !!!
I'm liking some models I've been doing with sneaking a union or two in, and the topology looks good... Until I get deep into unwrapping then I get some really hard to fix seams. I'm really digging the union function though so it just seems unfair lol
Really cool and easy tutorial, thx! ))
Happy to help!
Ü saved my assignment... Thanks man..
Glad to hear that!
great video it help me alot thank you so much
Glad it helped!
Great video, thanks!!!
Glad to hear it!
Sir can you tell me which tecnique is the best and easy method for uv mapping
Automatic or camera or planar or cylindrical
should I bake the poly before or after UV mapping?
The low poly has to have UVs in order to bake all the details to a texture map.
Nice!
How can one get access to the blueprints of these assets? Did you use reference images to make this object? Forgot to mention it's a really great tutorial.
I did not use blueprints to model the grenade. I used a bit of camera matching to get the overall form and then just worked off of the reference. I cover that in my modeling timelapse here: ruclips.net/video/Frfu2RGctYo/видео.html
The reference can be found here: Concept/Reference Art - Filippo Ubertino - www.artstation.com/artwork/oAd1wO
@@OnMars3D Have you tried using Quixel Mixer? For beginners I think a free would suffice.
How did the other two texture got applied as you've only applied the UV 1001.png ?
Nice and clean, but when i baking maps from high poly to low poly, do i need before that transfer uv from low to high or?
No need to transfer UVs from low to high. The high poly does not need any UVs since you are transferring the geometry information (baking) into a texture map. Only the low poly needs UVs.
@@OnMars3D tnx man.
Nice tutorial. I have a question for you. When I use substance painter and I try to bake high poly with low poly sometimes, even if I do proper UVs, I get weird edges artifacts. A lot of them are in 90° angles. Can you tell me how to avoid this problem? It's frustrating doing a great model with UVs, not knowing what is wrong in the bake process. Thank you.
Hard to know without seeing the model, but if your poly count can afford it, I would add supporting lines to help with the smoothing. Adding those extra edges will educe artifacts where you have 90 degree corners.
@@OnMars3D Yes I can understand you. My fear is to do too many polygons for an asset and sometimes I really do few of them and I have hard edges in some spots. There is a generic rule on the polycount for the assets? So I can be more free to increase them in tricky situations :) thank you for the answere!
thanks
Thank you so much
Any time
Do you ever use Automatic UVs and then fix them through the 3D cut and sew tool?
Using the Automatic Unwrap tool creates too many shells and would make stitching them really time intensive so I avoid it when I need precise UVs. The 3D cut and sew tool works really well and I do use it on occasion.
@@OnMars3D thank you for the clarification!
how did you select the faces along a loop? Ive tried double clicking (which is the command in blender) but it isnt working in maya
I feel lied to. I’ve been told to always keep textures as a single UDEM because that’s what’s expected in the industry (specifically when working with game engines) and have always wondered how on earth other VFX artists are able to achieve such amazing, high definition textures on a single texture map with complex models. Either my professor is wrong or the technology changed and I missed the memo
This was incredibly useful. Thank you so much!!
Hey, Any Help? I keep getting this error every time I try and use UV Tiling Mode "# Error: AttributeError: file line 971: Module 'ntpath' has no attribute 'isfile'"
wow thanks for this awesome video sir...and i got one quick question
lets say I am trying to show like this hero props as my portfolio and how much texel density is best for 4k resolution .....I mean how much you set the value in texel density box inside that transform tab...??
That's a tough but, but as usual, it depends. I'll refer to this post here which should give you more context about Texel Density: www.artstation.com/artwork/qbOqP
This is a silly question, but what is the point of loading the different UV checkers at the end? Is it only to visualize the different UV tiles on the object?
Correct, it's just a nice way to showcase the model is nicely unwrapped.
What do you do with the UVs when you merge the pieces of the grenade to create one object? Or with any object really, Because you get a mess of UVs overlapping each other in the UV Editor. Do you then just Modify - Layout again and it's fine to use or will everything be way too small to be on one UV map? Would this be the normal way of working?
Hey, I'm trying to learn how to use Udims, I have a complex Hard Surface model with multiple objects. If 2 objects would share the same texture, should I combine them and then move the Unwrapped Shell across differents tiles or can I do it without having to merge them? I don't know if it makes sense to you...
I understand what you're saying. You don't need to combine the model. My grenade is separate meshes and materials that share the same textures across UDIMs. You can modify UVs across UDIMs on separate meshes. As long as you apply the material to the separate meshes, the textures will apply properly.
@@OnMars3D Thank you! Udims got me a bit overwhelmed especially in Substance haha
Is this object low poly with ove 24k tris? I dont know low-high limits
It depends on the requirements of the model. I brought up in earlier tutorials that 24k is on the higher side but the prop is meant to be full screen hero prop. It could easily be 1k, 5k, 10k tris, etc. It all depends on the context of requirements.
should we do unwrap after adding support segment and before adding support segment?
You can do either, the UVs will carry over after you add support loops.
@@OnMars3D actually when i press 3 to look how it looked with smooth?
My uv got stretched on the edges
Thank you Sir
hey! loved the video can anyone tell me what video he mentioned at 15:30 when talking about properly straightening uvs? I really want to know
You can find it here: ruclips.net/video/ujyxtqcdiLM/видео.html
triangles is it okay for game model...i though we need all quad .....
You work in all quads until the model is exported into the game engine, then it becomes triangulated.
thanks man awesome
Glad it helped
stitch together & move and sew basically the same tool?
Yeah, Maya changed it to Stich Together instead of Move and Sew in of the recent updates to Maya
@@OnMars3D My teacher is teaching us to unwrap but he is not giving idea which part to cut , he is just teaching us to cut. i am very confused at this point. After that how to use those uv map perfectly to texture. My teacher just put us on confusion. Can you make a video.
@@imleozx2808 The best way a colleague described it to me is: Think of the sewing lines in a T-shirt, and how the parts will fold. Generally starting out how an object would be cut and put together in real space at the start makes it easier to grasp for me. After you can still decide on placing cuts elsewhere to balance your uvs.
Amazing tutorial, well done!. But I have a question: my object has a lot of Islands so I had to set up like you did using more udims. But it's an object for games so I decided to bake it in mamoset and after that, the textures results are totally mess. I don't know why this happen, I cleanned the history and frezzed transformarton and before baking It looks ok but after baking nothing matches. I did the same thing in Substance Painter but the same thing happen 😭
I would double check your UV Sets, make sure you do not have multiple UV Sets and that they are all names the same.
ty
Happy to help!
when i click genarated preview it doesnt work what should i do ??
Can you timestamp the part in the video that's not working?
sir if we uv low model then adding subdivision to same low poly model then we add texture will it create problem or not?
Low Poly models differs from Subdivision modeling. You can't add holding lines to a low poly model that has triangles and topology for optimization.
I cover the difference between Low Poly and Subdivision modeling here: ruclips.net/video/S84Cmjfkdyg/видео.html
@14:00 If its about painting, is it ok to stop here and can get away with it. i mean for fast hack. what issues we could face that is too much. Thank you,
As long as there are minimal distortions, you can texture without issue but you should always spend the time to have clean and neat UVs :)
they did not tell how to straighten the complex shells (
I cover how to straighten UV shells here: ruclips.net/video/ujyxtqcdiLM/видео.html
Your model has triangles. I have been taught never to have triangle. Why is triangles bad ? Why did you keep triangles ?
Its normal to have triangles on low poly model. Its even normal to have triangles on high poly if it dont cause any distortion after you sudivide your model.
As stated Ko39BuHa, triangles on game models are fine since the models get triangulated anyway and as long as they do not cause distortion on a sub-d model, they can be used when needed.