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Maya UV Mapping: How to Unwrap Curved Surfaces

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  • čas přidán 15. 08. 2024
  • This tutorial takes you through the process of creating completely straight and flattened UVs in Maya 2020. This workflow focuses on key steps to create straight UV Maps for any curved 3D surface.
    Professional Website: onmars3d.com/
    Gumroad: gumroad.com/on...
    Artstation: www.artstation...
    Instagram: / onmars3d
    Software used in Tutorial: Maya 2020
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    Table of Contents
    0:00 Introduction
    0:25 Straight UV Maps - Pipe Example
    4:53 Straight UV Maps - Cable Example
    6:50 Straight UV Maps - Road Example
    9:10 Checking UVs for Distortion
    9:45 Conclusion
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Komentáře • 85

  • @ToysRUsKid_Critter
    @ToysRUsKid_Critter Před 2 lety +7

    Maybe one of the most useful vids I’ve watched and exactly what I was searching for

    • @OnMars3D
      @OnMars3D  Před 2 lety +1

      Thank you, happy to help!

  • @lukasallenbaugh4728
    @lukasallenbaugh4728 Před 2 lety +3

    By far the best description of this process I've found anywhere. Thanks as always for the time you put into these tutorials!

  • @sebastianestrada4699
    @sebastianestrada4699 Před 3 lety +6

    One of the best channels. Just Crystal clear. Thanks Mate!

  • @gergototh2012
    @gergototh2012 Před 2 lety +4

    haha, that "stitch together" process took more than 2 hours for my 64gb, gtx3080ti, rhyzen9 5950x with a similarly detailed mesh like at 2:33

    • @OnMars3D
      @OnMars3D  Před 2 lety

      That must've been a complex object!

  • @vindicidesign9423
    @vindicidesign9423 Před 2 lety +2

    we have a super important project presentation on product modeling and I was having trouble getting the label UV down. You just saved our asses bless you.

  • @digitalconsciousness
    @digitalconsciousness Před 2 lety +5

    Another easy way to do it, and arguably easier than this, is to make your object straight first with your extrude, UV map it with something simple like cylindrical mapping, which works fine for straight objects, then deform it with a wire deformer into whatever curvature you want (for the mesh). Essentially, do your UV mapping while your mesh is straight and perfect to allow the built in UV functions to work. Another simplification I do is to UV map objects when they are low poly to make it easier, then start adding in the subdivisions and extra edges and whatnot. If you do an extrude, you only have to remap those parts of it later.

  • @ghklfghjfghjcvbnc
    @ghklfghjfghjcvbnc Před 8 měsíci

    Thank you for sharing this hot-tip. Very useful, especially when models start to get more and more complicated and a person can't just get away with the simple trickery of trying to work off of low poly base meshes and skirt around having to do uv work. Until they realize that it only works up until it doesn't, and then they HAVE to do it the right way... like how you are showing us.

  • @RadiantMantra
    @RadiantMantra Před 2 lety

    All the videos i've seen from you are on my "godlike tutorials" playlist.

  • @mus_cetiner
    @mus_cetiner Před 3 lety +1

    A good tutorial, that helps a lot of folks to unwrap pipes. I know when I started years ago, pipes where a nightmare.

    • @OnMars3D
      @OnMars3D  Před 3 lety

      Agreed, happy to share these workflows!

  • @animatorspirit8191
    @animatorspirit8191 Před 2 lety +2

    THANK YOU!!! YOU ARE AWESOM!! I've been searching for this for days and finally this explains everything I needed!!

  • @buttons_
    @buttons_ Před 2 měsíci

    I found "Move and Sew" instead of "Stitch Together" was way faster and actually worked for maya 2024. It's found under "Cut/Sew" in the UV Editor

  • @KameleonKraft
    @KameleonKraft Před 2 lety +4

    this is awesome ! thank you for your time and effort 🙂

  • @nicolaizafra9705
    @nicolaizafra9705 Před 5 měsíci

    You did great in this tutorial sir! it was truly helpful thank you! :)

  • @athelstanm7298
    @athelstanm7298 Před rokem

    You deserve to have more subscribers! I mean it!!

  • @SubVengeance
    @SubVengeance Před 3 lety +2

    Thank you! This is very helpful!! It's surprising how we're still having to deal with UVs in 2021 :P

  • @JayTraversJT
    @JayTraversJT Před 3 lety +4

    1:31 don’t mind me, just time stamping for my own future use :)

  • @IvanKhmel
    @IvanKhmel Před 3 lety +1

    Nice method well-made video. I select the seam edge to invert the edge selection and sew-together saves one step.

  • @Max_12534
    @Max_12534 Před rokem +1

    Thanks dude!!

  • @asturiastroub
    @asturiastroub Před 5 měsíci

    Thank you so much, it's pretty good tip🤝

  • @WynandLens
    @WynandLens Před 2 lety

    I can't upvote this enough. I'm always hesitant of texturing complex items because if the unwrap. I aint scared no more.

  • @DimaZagorski
    @DimaZagorski Před 3 lety +2

    Thank u! its a really useful method (and pretty quick as well) - gonna use it from now on :D, btw I think u should convert it into a mel script, probably work just fine if u figure out how to automatically fix the sew part.

  • @marcelodeniz3932
    @marcelodeniz3932 Před 2 lety +1

    very nice

  • @VVeedragon
    @VVeedragon Před rokem

    Very awesome, now my asset looks perfect!

  • @johanparada
    @johanparada Před rokem

    thanks man very helpful appreciate and great directions and result

  • @hussnainspartans259
    @hussnainspartans259 Před 3 lety

    Thankyou for sharing great techniques , very helpful .

  • @minuscolochao1557
    @minuscolochao1557 Před 2 lety

    Thank you for sharing ☺️❤️

  • @hollywintering1390
    @hollywintering1390 Před 2 lety

    You're a lifesaver!!! Thanks so much!!!

  • @Lydia204
    @Lydia204 Před 2 lety

    This is extremely helpful!! Thank you!

  • @antonbayda2571
    @antonbayda2571 Před 2 lety

    Extremely useful video, huge thanks!

    • @OnMars3D
      @OnMars3D  Před 2 lety +1

      Glad to hear it!

    • @antonbayda2571
      @antonbayda2571 Před 2 lety

      @@OnMars3D Hi, do you plan to do any character art tutorials some time?

  • @Giovanikc
    @Giovanikc Před 3 lety

    Amazing tutorial! Thank you!

  • @BakaBrosEnt
    @BakaBrosEnt Před rokem

    Thanks for the help!

    • @OnMars3D
      @OnMars3D  Před rokem +1

      No problem, thanks for the donation!

    • @BakaBrosEnt
      @BakaBrosEnt Před rokem

      @@OnMars3D Wanted to show some support, this helped us UV our new Kart tracks cleanly. Been streaming development, will for sure use your method!

    • @OnMars3D
      @OnMars3D  Před rokem +1

      That's really great to hear, always glad to be of help!

  • @samcraftYT
    @samcraftYT Před rokem

    I was wondering when you smoothpreview why you can see stretch along the UV cut seam?

  • @Wanna_race_times_machines

    Awesome vid, thanks

  • @savagestudent1785
    @savagestudent1785 Před 3 lety

    Great Tutorial as always ... 👍

  • @alberttrivino
    @alberttrivino Před 2 lety +1

    Really useful

  • @onderyetiskin
    @onderyetiskin Před 2 lety

    you save my life :)

  • @hosamammar
    @hosamammar Před rokem

    hello sir , Hope you are doing great i have a Question about the uv process , I want to ask if i unwrap a face and it`s basicly showen the checker as very big size , at the same time the checker boxes in other faces are small , how i can make all checker have the same value ?

  • @Palrakesh363
    @Palrakesh363 Před 3 lety +1

    ty

  • @dubscope2246
    @dubscope2246 Před 3 lety

    thank you so much :) you made my day

  • @jopan2676
    @jopan2676 Před 2 lety

    Thankyou Very Help full!

  • @Kbdoesart
    @Kbdoesart Před 2 lety

    all I can say is..... THANK YOU!

  • @user-nm4gt9zx7k
    @user-nm4gt9zx7k Před rokem

    What if the mesh has not onky quads, but some triangles as weel? Unitize won't work in that case.

    • @OnMars3D
      @OnMars3D  Před rokem

      That's a good question, I would use 'Quadrangulate' or worst case, reto the model.

  • @GENIUSGT
    @GENIUSGT Před 3 lety

    Thank you.

  • @Fazendojogo
    @Fazendojogo Před 3 lety +1

    Nice. But I didn´t understand the invert selection part... Could you simply select all and stitch together?

    • @OnMars3D
      @OnMars3D  Před 3 lety

      The invert selection is so we don't stich/weld the seam of the UVs. If we didn't do that, there would be no seam on the UVs.

    • @Fazendojogo
      @Fazendojogo Před 3 lety +1

      ​@@OnMars3D Ok! Forgot that a simply shift drag could invert all selection...

  • @JayTraversJT
    @JayTraversJT Před 3 lety +1

    Completely understand if not but do you think you could demonstrate some usage of fusion 360 for game art?
    I’ve seen it being used for some big major AAA titles now with weapon props, it’s just interesting me more and more and would love to see some vids with your style of teaching.

    • @OnMars3D
      @OnMars3D  Před 3 lety +3

      Ooooo, that's a good idea! I mainly do hard surface modeling using Maya and then create low poly model from there but I have a background in CAD and have used Fusion 360 a bit. I'll look into that this summer, thanks!

    • @JayTraversJT
      @JayTraversJT Před 3 lety

      @@OnMars3D
      Thats awesome!
      And thank you :D

  • @leihejun844
    @leihejun844 Před 2 lety

    4:21 it looked better before straightening the UV.

  • @yashsharmajii
    @yashsharmajii Před 3 lety

    Thanks for this lol♥️

  • @Azzazel_
    @Azzazel_ Před 3 lety

    I mean.. what`s the point if there are scripts exactly to do this with one single click?

    • @OnMars3D
      @OnMars3D  Před 3 lety +7

      Right, but the point of this tutorial was to use the native Maya UV tools to do what I show in the video. If you have some free scripts that you recommend, post them here!

    • @samcraftYT
      @samcraftYT Před rokem +2

      The point is to learn without those scripts. If you face a situation that you dont have access to the script because the IT dont want to install it right away on your workstation then you say I cant work? no in the industry you need to learn alternative.

  • @King-mj2bn
    @King-mj2bn Před 7 měsíci +1

    Soooo we're just not gonna talk about the extreme stretching you still have on the elbows of those pipes? You don't even need to use the distortion overlay to know your actual textures on that object are going to look stretched to half resolution on one axis. Funny part is, most likely all it needed was an unfold operation. I've really enjoyed your other content so far but this is a legit bad tutorial.

    • @tryit2136
      @tryit2136 Před 7 měsíci

      You have to cut those elbows if you don't want streching,but that's doable.
      If you make it straight,it's bound to get streched or concentrated somewhere.

  • @pachikokitty9479
    @pachikokitty9479 Před 2 lety

    thank you so much...this help me.