Maya UV Mapping: How to Unwrap Curved Surfaces

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  • Опубліковано 26 лис 2024

КОМЕНТАРІ • 85

  • @ToysRUsKid_Critter
    @ToysRUsKid_Critter 3 роки тому +8

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

    • @OnMars3D
      @OnMars3D  3 роки тому +1

      Thank you, happy to help!

  • @lukasallenbaugh4728
    @lukasallenbaugh4728 2 роки тому +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 3 роки тому +7

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

  • @digitalconsciousness
    @digitalconsciousness 2 роки тому +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.

  • @RadiantMantra
    @RadiantMantra 2 роки тому

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

  • @vindicidesign
    @vindicidesign 2 роки тому +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.

  • @ghklfghjfghjcvbnc
    @ghklfghjfghjcvbnc Рік тому

    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.

  • @mus_cetiner
    @mus_cetiner 3 роки тому +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  3 роки тому

      Agreed, happy to share these workflows!

  • @animatorspirit8191
    @animatorspirit8191 3 роки тому +2

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

  • @gergototh2012
    @gergototh2012 2 роки тому +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  2 роки тому

      That must've been a complex object!

  • @athelstanm7298
    @athelstanm7298 Рік тому

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

  • @KameleonKraft
    @KameleonKraft 2 роки тому +4

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

  • @JayTraversJT
    @JayTraversJT 3 роки тому +4

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

  • @SubVengeance
    @SubVengeance 3 роки тому +2

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

  • @VVeedragon
    @VVeedragon Рік тому

    Very awesome, now my asset looks perfect!

  • @IvanKhmel
    @IvanKhmel 3 роки тому +1

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

  • @WynandLens
    @WynandLens 2 роки тому

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

  • @nicolaizafra9705
    @nicolaizafra9705 9 місяців тому

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

    • @OnMars3D
      @OnMars3D  9 місяців тому

      You're very welcome!

  • @johanparada
    @johanparada 2 роки тому

    thanks man very helpful appreciate and great directions and result

  • @buttons_
    @buttons_ 6 місяців тому

    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

  • @hussnainspartans259
    @hussnainspartans259 3 роки тому

    Thankyou for sharing great techniques , very helpful .

    • @OnMars3D
      @OnMars3D  3 роки тому

      Glad it was helpful!

  • @Wanna_race_times_machines
    @Wanna_race_times_machines 2 роки тому

    Awesome vid, thanks

  • @hollywintering1390
    @hollywintering1390 2 роки тому

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

  • @DimaZagorski
    @DimaZagorski 3 роки тому +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.

    • @OnMars3D
      @OnMars3D  3 роки тому

      Thanks for the idea!

  • @asturiastroub
    @asturiastroub 9 місяців тому

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

  • @samcraftYT
    @samcraftYT Рік тому

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

  • @Max_12534
    @Max_12534 2 роки тому +1

    Thanks dude!!

  • @savagestudent1785
    @savagestudent1785 3 роки тому

    Great Tutorial as always ... 👍

    • @OnMars3D
      @OnMars3D  3 роки тому

      Thank you! Cheers!

  • @Lydia204
    @Lydia204 3 роки тому

    This is extremely helpful!! Thank you!

    • @OnMars3D
      @OnMars3D  3 роки тому

      Glad it was helpful!

  • @antonbayda2571
    @antonbayda2571 3 роки тому

    Extremely useful video, huge thanks!

    • @OnMars3D
      @OnMars3D  3 роки тому +1

      Glad to hear it!

    • @antonbayda2571
      @antonbayda2571 3 роки тому

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

  • @Giovanikc
    @Giovanikc 3 роки тому

    Amazing tutorial! Thank you!

    • @OnMars3D
      @OnMars3D  3 роки тому

      Glad it was helpful!

  • @LootRushMAN
    @LootRushMAN Рік тому

    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 ?

  • @alberttrivino
    @alberttrivino 3 роки тому +1

    Really useful

  • @Fazendojogo
    @Fazendojogo 3 роки тому +1

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

    • @OnMars3D
      @OnMars3D  3 роки тому

      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 3 роки тому +1

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

  • @pachikokitty9479
    @pachikokitty9479 2 роки тому

    thank you so much...this help me.

  • @JayTraversJT
    @JayTraversJT 3 роки тому +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  3 роки тому +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 3 роки тому

      @@OnMars3D
      Thats awesome!
      And thank you :D

  • @Baka_Dan
    @Baka_Dan 2 роки тому

    Thanks for the help!

    • @OnMars3D
      @OnMars3D  2 роки тому +1

      No problem, thanks for the donation!

    • @Baka_Dan
      @Baka_Dan 2 роки тому

      @@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  2 роки тому +1

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

  • @minuscolochao1557
    @minuscolochao1557 2 роки тому

    Thank you for sharing ☺️❤️

  • @marcelodeniz3932
    @marcelodeniz3932 2 роки тому +1

    very nice

  • @dubscope2246
    @dubscope2246 3 роки тому

    thank you so much :) you made my day

    • @OnMars3D
      @OnMars3D  3 роки тому

      Glad I could help!

  • @jopan2676
    @jopan2676 3 роки тому

    Thankyou Very Help full!

  • @Kbdoesart
    @Kbdoesart 2 роки тому

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

  • @Palrakesh363
    @Palrakesh363 3 роки тому +1

    ty

  • @onderyetiskin
    @onderyetiskin 2 роки тому

    you save my life :)

  • @qwetry-j2u
    @qwetry-j2u 2 роки тому

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

    • @OnMars3D
      @OnMars3D  2 роки тому

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

  • @GENIUSGT
    @GENIUSGT 3 роки тому

    Thank you.

  • @Azzazel_
    @Azzazel_ 3 роки тому

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

    • @OnMars3D
      @OnMars3D  3 роки тому +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 Рік тому +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.

  • @leihejun844
    @leihejun844 2 роки тому

    4:21 it looked better before straightening the UV.

  • @yashsharmajii
    @yashsharmajii 3 роки тому

    Thanks for this lol♥️

  • @King-mj2bn
    @King-mj2bn 11 місяців тому +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 10 місяців тому

      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.