Much appreciated thank you. As a 3d design student who really enjoys modelling and texturing, the UV aspect on more than one occasion has had me second guessing at my choice of career goal. I've learned much from your tutorials, again thank you. Follow-up: Just used your method on a high poly lamp that I just wasn't able to make texture properly, and now it looks awesome. So many thank yous!
easily the most boring, unsattisfying, wrist-slashing excercise. You are a real hero actually appearing to enjoy this as the majority of us here are probably not enjoying this process at all!
@@MHTutorials3D how about a topic suggestion. To create a workflow for isometric tile generation. Say, we have a small town scene and need to cut isometric tiles to be inserted into a game which, when put together, will re-create such a town. I am sure there is a lot of trickery involved there and since the isometric games are now gaiging back some popularity, this could be a useful topic. Either way, many thanks for your vids, we have all grown up with them and ocasionally reviewing them. I, for one, is a big fan of your vids, even when they are on a boring topic-side, just like this one. LOL
bro is there any way to pack together the UV shells? in the most optimized way? like when u have too many shells like 0.0001 distance between each other? edit - nvm is Layout/ Layout along option
Do you know by any chance how to aling UV soo edges are PixelPerfect? I remember that there was an option of doing it but don't remember where it was :L
Curious... When you lay out the UVs with the Layout button, they get scattered everywhere so that the UV slices of one object are not grouped together in the grid. Also, their relative proportions get whacked out too, and when I try to fix that, the layout gets messed up. The only way I've can see to do this is to lay everything out manually. But, in a production schedule, that is not feasible. Any suggestions?
Thanks for showing us how to do it on Maya 2023. Though I have to ask, what's the best way to UV map/unfold a model that is more cylinder shaped, or a sphere?
Help me why is it that every time I thought it's already cut, the vertices are still somehow connected and when I drag the so called 'cut' face, it drags the vertices from the point which it should've been severed from? I'm legit losing my mind please
Mike please give tutorial about rigging character. I studied this topic from different tutorials, but I have a problem with Skinning Painting. I paint over the leg - I move and some vertex stretches on the ear after the leg. And so I didn't do everything. whatever part of the body you do... I have already started to study rigging in a blender, but I still want to achieve this in Maya. Thanks a lot for the UV tutorial.
Make sure to add the appropriate joint influence to the affected area (e.g. if you have a head joint make sure it covers the ears as well) most times Maya assigns random influence if some vertices have none. Another thing is sometimes using mirror skin weights can produce weird results like that, usually nothing disruptive but you might need to do some tweaking. Good luck with your studies!
Much appreciated thank you. As a 3d design student who really enjoys modelling and texturing, the UV aspect on more than one occasion has had me second guessing at my choice of career goal. I've learned much from your tutorials, again thank you. Follow-up: Just used your method on a high poly lamp that I just wasn't able to make texture properly, and now it looks awesome. So many thank yous!
It makes me want to pay someone to uv edit for me 😭
@@leonelaguilar1263 I hear you lol at least the texturing part is fun
Man, this is the first time i understood UV mapping from watching a clip. The way you shown it feels so grounded and easy to understand. Thanks mate!
easily the most boring, unsattisfying, wrist-slashing excercise. You are a real hero actually appearing to enjoy this as the majority of us here are probably not enjoying this process at all!
I actually enjoy it... like I enjoy putting red hot needles under my nails LOL
@@MHTutorials3D how about a topic suggestion. To create a workflow for isometric tile generation. Say, we have a small town scene and need to cut isometric tiles to be inserted into a game which, when put together, will re-create such a town. I am sure there is a lot of trickery involved there and since the isometric games are now gaiging back some popularity, this could be a useful topic. Either way, many thanks for your vids, we have all grown up with them and ocasionally reviewing them. I, for one, is a big fan of your vids, even when they are on a boring topic-side, just like this one. LOL
For well over a decade there was no 'unwrap'. Those were the dark times. Now I enjoy UVing as much as modelling.
Thanks!
Thank you so much !
Thanks so so sso much for the donation chloeartiste
thanks for the refresh ...very well explained
No problem!
You have made unwrapping less of a chore. I mean some object are a bit much to unwrap but this makes it a bit easier! ❤❤❤
Thank you for the warm welcome Sir
Nice, good to see what Maya can now do with Uvs.
Best UV tutorial.
i just learnt uv in less than 9 minutes, which i can not in school, tysm
Welcome back Mike
Thanks !
You can also use the 3d cut & sew tool under the uv menu.
Awesome tutorial man
Thank you this is very helpful
Thank you
Thanks. Your video helps me a lot.
No problem hope you enjoyed !
Great tutorial 👌. Thank you
Thank YOU
@@MHTutorials3D Thank YOU
Hello, MH
Why are the UV clipping marks highlighted when I create the NORMAL MAP AND AMBIENT OCLUSION ?
Thanks
Awesome tutorial Mike
Thank you so much !
bro is there any way to pack together the UV shells? in the most optimized way? like when u have too many shells like 0.0001 distance between each other?
edit - nvm is Layout/ Layout along option
This really helped thank you! Could you also do some more complicated models as well?
Complicated ? Like what ?
Like a car maybe? Or a building :)
Do you know by any chance how to aling UV soo edges are PixelPerfect?
I remember that there was an option of doing it but don't remember where it was :L
Curious... When you lay out the UVs with the Layout button, they get scattered everywhere so that the UV slices of one object are not grouped together in the grid. Also, their relative proportions get whacked out too, and when I try to fix that, the layout gets messed up.
The only way I've can see to do this is to lay everything out manually. But, in a production schedule, that is not feasible.
Any suggestions?
Hey Mike thanks for the tuto!!! Now, how can I send this map to photoshop for example? to create textures....
Save it as a JPEG
@@MHTutorials3D Great thanks!!
Thanks! Save it as a JPEG!
Thanks for showing us how to do it on Maya 2023. Though I have to ask, what's the best way to UV map/unfold a model that is more cylinder shaped, or a sphere?
A cylindrical projection ( or spherical one )
Help me why is it that every time I thought it's already cut, the vertices are still somehow connected and when I drag the so called 'cut' face, it drags the vertices from the point which it should've been severed from? I'm legit losing my mind please
Mike please give tutorial about rigging character. I studied this topic from different tutorials, but I have a problem with Skinning Painting. I paint over the leg - I move and some vertex stretches on the ear after the leg. And so I didn't do everything. whatever part of the body you do... I have already started to study rigging in a blender, but I still want to achieve this in Maya. Thanks a lot for the UV tutorial.
I have an entire playlist on rigging, animation, weight painting etc on my channel
Make sure to add the appropriate joint influence to the affected area (e.g. if you have a head joint make sure it covers the ears as well) most times Maya assigns random influence if some vertices have none.
Another thing is sometimes using mirror skin weights can produce weird results like that, usually nothing disruptive but you might need to do some tweaking.
Good luck with your studies!
It just doesn't work the same on my model. This is melting my brain and I want to cry.
Sir please tell me how can group uv maps
Why does nothing appear when I hit camera based projection
Is there a procedural way to shrink(resize) all uv shells respectful to their center after uvlayout is done?
Are you possibly referring to texel density??
@@tsuhgiaiko4294it would certainly effect the texel density
how can i separate objects that are from blender?
You Can Delete the Garbeg Down to have more space..
so you need just one shader ?
Yes
Am I the only one who enjoys UVing
Yes
Looks very untidy How texture gonna look real on that ?
1st view
Super
@@MHTutorials3D can you please make video on UDIMs
It definitely crashes is not good UV at all you are not teaching layout and unfold planar etc.. just look very dirty and texture is not gonna be good
UV Doesn't look good at all