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Maya? Practical uv skills. What UV skills does Maya have?
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Maya, practical ultraviolet skills

Hello. Hello, everybody!

This article is an introduction to MayaUV editor.

I am a rabbit.

1.UV editor

The UV editor can be used to view the UV maps of polygons, NURBS and subdivision surfaces in 2D view and edit them interactively. We can get information from the modeling menu window >: UV & gtUV editor to open it.

In the UV editor, you can operate all the main UV functions through the editor's menu, view bar or UV toolkit. This time, I will not only introduce a UV editor as a command, but also share some common and practical commands and methods with you through experience.

2.UV view bar

Includes a UV editor and a viewport.

Shell boundary (UV shell boundary)

In the view bar, the left side of the command is Textureborders, which we often use to see whether the boundaries on the model are together. Shellborders is similar to the function of enhancing display with color. Sometimes it is difficult to find the correct position quickly, especially when UV is very dense in tiles (quadrants).

Display image (display image)

After opening DisplayImages, if you want to see whether the shader has been assigned a different map, you can click the drop-down arrow next to it. There will be a drop-down menu, in which you can switch whether you want to see the normal map displayed on UV or the basecolor map displayed (as shown). You can also display other maps when you add them.

UV Toolkit (UV Toolkit)

By default, the UV toolkit is displayed on the right side of the UV editor.

Drag (drag)

In the UV toolkit, when switching to the UVShell display. The default is Pick/Marquee, that is, click and box selection. When switching to drag, hold down the left mouse button and slide the mouse to select.

Topology (topology)

In the UVToolkit, click Topology in the Symmetry drop-down menu. You can select one side and the other side on the UV at the same time. It is convenient to sort out or correct some biological model UV. This function is activated synchronously with the symmetry of the modeling toolkit.

(You can see two lines symmetrically displayed in blue in the picture below. )

Selection constraint (selection constraint)

The option in that drop-down menu include:

Back/front, geometric boundary, texture boundary, UV edge ring, UV edge ring and UV shell. These limited choices will bring great help to the development and finishing of UV, and there is no need to add them repeatedly or choose one by one.

When the shadow is activated.

After display, red is the back and blue is the front. As shown in the figure, when Back_Facing is activated, only the red part can be selected, and when Front_Facing is activated, only the blue part can be selected.

GeometryBorders can only select edges of the model itself.

Texture boundaries are mapped edges, that is, all edges cut manually, that is, UV tangents.

UVEdgeLoop is a continuous loop edge.

UVEdgeRing is a round edge.

UVshell is each uv cut separately.

SelectByType (select by type)

Back Back, Front, Overlapping, Nonoverlapping, Texture Ordering and Unmapped.

Overlapping, Back_Facing and Unmapped are commonly used, and these three models are usually used to check whether there is overlap, negative side and forgotten UV.

When a transformation wants to move UV from one quadrant to another, it usually sets the Move value to 1. You can also set it to 0. 1 (numeric value with decimal point), that is, move a small space. You can click up and down and move left and right. You can also press and hold Alt+keyboard up, down, left and right keys to move. Usually, after you plan how to classify each quadrant or each row of quadrants, you can use this command to move to other quadrants that have been classified.

Texture density

This tool is very practical. If you want to ensure that each decomposed UV has the same map display size, you can select a main UV, then click Get to get the current texture pixels per inch (a numerical value), and then select one or more other UVs to click Set. Give this value to other UV shells. In this way, the display of the grid size of all uv maps will be uniform. Therefore, when you draw a map, you don't have to worry about the size change of expect the unexpected. This value is based on the following map size. For example, it can be preset as 5 12, 1024, 2048 and so on.

TileLabels

Activating TileLabels will display the specific numbers of each quadrant, which is convenient for managing UDIM.

Straightening uv (straightening uv)

Under the expand command bar, for some tubular models, it is better to use StraightenUVs to straighten them, so it will be more convenient to add some textures in the painting stage. If ultraviolet light is curved. Adding some straight textures is troublesome.

Distribute (distribute)

When there are completely repeated arranged models, distribute them under ArrangeandLayout, click the symbols of up, down, left and right, and set a value (which is set according to the UV grid distance) to quickly and neatly arrange the selected model UV.

Stac shells (stac shells)

Sometimes you just need to give a picture on the repeated model, and you can stack all the same UVShell with StackShells.

UDIM (multi-quadrant ultraviolet)

When using UDIM, if it is the same model, such as the same piece of wood (or left hand and right hand). Can be arranged as shown in the figure below, so that the UV in the two quadrants keep the same position and size. In this way, when drawing a map in Mari, you can copy and paste it directly.

This sharing is over. Let's continue next time.

-End-

So, today's "Maya Practical UV Skills" is over! Everyone must watch more, practice more, think more and learn more. I hope everyone can learn Maya production as soon as possible! ! Here, we also provide you with more courses to learn, click the link: