MAKING CUSTOM UV MAPS
Below is a series of notes for creating proper UV maps for your Model! It’s labeled by steps:
- CREATE A BASIC BLINN SHADER FOR MODEL. TURN DOWN REFLECTIVITY and SPECULAR COLOR in Attribute Editor. (At the end, you turn the color of this shader to match the basic color of your object's skin, clothing, etc.)
I. THE MAIN GOAL: We need to move and sew uv edges.
To do this, we cut our models like a sheet of paper, cutting in 3 areas:
To do this, we cut our models like a sheet of paper, cutting in 3 areas:
- Cut one end,
- Cut the other end,
- Cut down the middle of the object.
- Unfold, repeat.
II. Select Model in Object Mode. Open UV editor by going to UV >>> UV Editor.
- Under UV EDITOR Menu, Click Polygons >> Layout
III. Mapping a character:
- What we're doing: We are making a series of strategic cuts in spots, unfolding it, and laying it out.
A. Display >> Polygons >> Texture Border Edges will show thick lines along neighboring wireframes.
- Step 1: Do planar mapping. This makes sure we have one solid model to work from.
- Step 2: Save new model, delete history!
- Step 3: Make series of strategic cuts. Turn on Symmetry.
- To make these cuts, please go Under the UV Editors' Menu and click POLYGONS >>> SPLIT UVs.
- EXAMPLE: CUTS TO MAKE if your were modeling an anthropomorphic character::
- A. One at the of shoulder.
- B. One at wrists.
- C. One going along bottom of arm.
- >>Note: Want to hide seams as much as possible.
- D. Glove seam through half of hand to inside of thumb. Pinky to Writs. Can use g to cut.
- E. Neck Edge Loop.
- F. Face: Bottom of neck through front of face. Great if you don’t have to cut face up.
- G, One around back of ear.
- H. Back of head.
- I. Pelvis of legs.
- J. Ankle
- K. Back of leg.
- L. top of neck to shoulder. This cut is similar to the shoulder seam of most shirts.
- M. armpit to waist.
- N. crotch
IV. Select all UVs. (you do this by right clicking in your perspective or UV editor view, and selecting UV mode, much like we would select Edge, or Object, or Vertex Mode)
- Polygons —> Unfold —> Options
- Method: Unfold 3D. Hit apply, Close.
- ——> UVS are laid out wonderfully!
Take them out and see how they look.
Click: Check Display UV Distortion. (Located as a Blue and White Button in your UV editor. (2 from the Magnet Icon)
A. Check the Space in UVs vs how much it takes up.
- You want as much surface area as possible for your UVs. They will serve as a COLORING BOOK for us in Mudbox.
- Can edit the positioning of your UVs using the following tools:
- Select UV Shell tool. (Under tools menu)
- UV mode, and selecting your Move, Scale and Rotate Tools.
- All previous commands for selecting multiple parts (including holding shift) apply when working out the UVs of characters.
- Anywhere you see white is proportional!
- Blue: More space devoted to texture image than necessary.
- Red: Less space devoted than recommended.
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