Maya 2015


Updated On 02 Feb, 19


Course Introduction and User Interface - Working with the Viewport - Understanding Primitives - Working with Projects - Extrude and Edge Loop Tools - Bridge, Extrude and Multiple Edge Loops - Manual Boolean Operation - Mirroring and Symmetry - Edge Normals - Understanding UV Maps - Automatic Mapping - Projection Mapping and Unfold - UV Sew and UV Layout - UV Map Arrangement - Delete History and Layer Editor - Edge to Curve and NURBS to Poly - Duplicate Special - Create and Assign Materials - Material Color and Specularity - Applying Substances - Creating the UV Snapshot - UV Snapshot Setup in Photoshop - Creating the Rope Texture - Texture Based Normal Map - Assign the Normal Map - Setup for Projection - High Poly to Low Poly Projection - Finishing Up the Textures - Applying Materials to Game Objects - Unreal Engine 4 Grid Settings - Image Planes - Basic NURBS Shaping - Basic NURBS Shaping Continued - Basic NURBS Shaping Final - Live Surface Preparation - Modeling Toolkit Quad Draw - Continued Work with Quad Draw - Edge Spiders - Component Editor - Smooth Preview - Model Cleanup - Custom Viewport Layouts - MEL Script Basics - MEL Echo All Commands


Lecture 12: Projection Mapping and Unfold

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Lecture Details

After having used Automatic Mapping and having discovered some of the issues that arise we will begin to take a look at how we can use Projection Mapping to more accurately define our UV map. Projection Mapping works to project the angle of faces based on a specific axis so that they are laid out flat in the UV based on the X, Y, or Z axis. The idea behind Projection Mapping is that it can be used to sort of take a picture of the faces on the object from a specific angle. The axis is chosen based on which angle the faces are mostly pointing towards. We will be exploring both Legacy Projection Mapping and 3D Projection Mapping.

Once having projected the faces of an object onto the UV map based on a specific axis you can then make use of unfold. Many times you will need to lay out the faces of an object that are not necessarily pointing towards a specific direction. For instance, a cylinder would have faces pointing in a complete circle around it. In order to UV map such a set of faces first you would use Projection Mapping to capture the faces initial shape into the UV map. Then you would simply cut edges along one side and use Unfold to unfold the UV so that it is completely flat. The entire process, while sounds complex and hard to grasp, is very easy to do and takes only a matter of seconds to accomplish.


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1 Ratings
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Excellent course helped me understand topic that i couldn't while attendinfg my college.

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Great course. Thank you very much.