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 14: UV Map Arrangement

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Lecture Details

Prior to developing maps for a model you want to arrange the UV shells in a manner that will avoid certain game engine issues. In some game engines there is often an issue where the areas directly outside of UV shells bleed through into the game. This can cause a border to be very apparent around each UV shell and can ruin the overall effect. One method of avoiding this issue is through arrangement of the UV map. Though this process is a little extra time consuming, the little extra time spent arranging the UV map is very much worth it when compared with having to deal with a texture seam appearing as a result of not taking this step.

The general idea behind arranging a UV map is to place similarly colored areas of the model close in proximity to one another. This will allow you to apply a similar colored background behind these pieces so as to mask any seam that might appear. For instance, if the plan was make the hilt of a sword a dark grey color then all the UV shells related to that hilt could be placed in a similar location on the UV map. Then behind those shells a dark grey background could be placed. When the hilt is seen in game and for whatever reason the texture seams were to bleed through, the dark grey background would help to mask the issue. While the arrangement of the UV map is not always necessary depending on the model that is being developed, doing so is considered to be good form.


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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.