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.
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.
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.
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.
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 ?
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.
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!
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!
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.
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.
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.
Maybe one of the most useful vids I’ve watched and exactly what I was searching for
Thank you, happy to help!
By far the best description of this process I've found anywhere. Thanks as always for the time you put into these tutorials!
One of the best channels. Just Crystal clear. Thanks Mate!
Appreciated!
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.
All the videos i've seen from you are on my "godlike tutorials" playlist.
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.
Happy to help!
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.
A good tutorial, that helps a lot of folks to unwrap pipes. I know when I started years ago, pipes where a nightmare.
Agreed, happy to share these workflows!
THANK YOU!!! YOU ARE AWESOM!! I've been searching for this for days and finally this explains everything I needed!!
You're welcome!
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
That must've been a complex object!
You deserve to have more subscribers! I mean it!!
this is awesome ! thank you for your time and effort 🙂
No worries!
1:31 don’t mind me, just time stamping for my own future use :)
nice time stamp
Thank you! This is very helpful!! It's surprising how we're still having to deal with UVs in 2021 :P
Very awesome, now my asset looks perfect!
Nice method well-made video. I select the seam edge to invert the edge selection and sew-together saves one step.
Thank you!
I can't upvote this enough. I'm always hesitant of texturing complex items because if the unwrap. I aint scared no more.
Happy to hear!
You did great in this tutorial sir! it was truly helpful thank you! :)
You're very welcome!
thanks man very helpful appreciate and great directions and result
Glad it helped
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
Thankyou for sharing great techniques , very helpful .
Glad it was helpful!
Awesome vid, thanks
You're a lifesaver!!! Thanks so much!!!
Happy to help!
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.
Thanks for the idea!
Thank you so much, it's pretty good tip🤝
I was wondering when you smoothpreview why you can see stretch along the UV cut seam?
Thanks dude!!
Great Tutorial as always ... 👍
Thank you! Cheers!
This is extremely helpful!! Thank you!
Glad it was helpful!
Extremely useful video, huge thanks!
Glad to hear it!
@@OnMars3D Hi, do you plan to do any character art tutorials some time?
Amazing tutorial! Thank you!
Glad it was helpful!
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 ?
Really useful
Nice. But I didn´t understand the invert selection part... Could you simply select all and stitch together?
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.
@@OnMars3D Ok! Forgot that a simply shift drag could invert all selection...
thank you so much...this help me.
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.
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!
@@OnMars3D
Thats awesome!
And thank you :D
Thanks for the help!
No problem, thanks for the donation!
@@OnMars3D Wanted to show some support, this helped us UV our new Kart tracks cleanly. Been streaming development, will for sure use your method!
That's really great to hear, always glad to be of help!
Thank you for sharing ☺️❤️
No problem 😊
very nice
thank you so much :) you made my day
Glad I could help!
Thankyou Very Help full!
Glad it helped!
all I can say is..... THANK YOU!
ty
you save my life :)
What if the mesh has not onky quads, but some triangles as weel? Unitize won't work in that case.
That's a good question, I would use 'Quadrangulate' or worst case, reto the model.
Thank you.
I mean.. what`s the point if there are scripts exactly to do this with one single click?
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!
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.
4:21 it looked better before straightening the UV.
Thanks for this lol♥️
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.
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.