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Maya 2015

Other,

Updated On 02 Feb, 19

Overview

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

Includes

Lecture 13: UV Sew and UV Layout

4.1 ( 11 )


Lecture Details

Often times when developing the UV map it is necessary to attach one UV shell to another UV shell. This can be accomplished through the use of the Sew button. You start by lining up the edges that you want combined in the UV editor. Once the edges are lined up closely you can select the UVs that you want to combine and click the Sew button. The UVs that you have selected will combine together with their corresponding points creating a single UV shell. Once having combined multiple shells together, it is generally a good idea to use the unwrap tool in order to straighten everything back out as sewing UVs together tends to warp the shape a little.

The UV Layout tool can be used to make all the UV shells uniform in size and scale to one another. The idea behind this is that you can make sure that one part of your UV is not a higher definition then another part. When you texture the object it is important that the texture doesnt make one part of the object sharper and more defined then another as this will be apparent to the user community. Using the Layout tool is also very useful for getting a uniform size of the shells prior to sewing them together. It is important when making use of the UV Layout tool that you have the prescale set to either object or world and the scale mode set to uniform in the Layout tool settings.

Disclaimer

The above video was developed by Brain Poof. The views and opinions being expressed by any narrator of any multimedia provided on this channel are the sole product of Brain Poof.

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Sam

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

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Dembe

Great course. Thank you very much.

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