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The Game Artist's Guide to Maya, Pt. 2

This book excerpt is from Michael McKinley's The Game Artist's Guide to Maya. ISBN 0-7821-4376-8. All rights reserved. Chapter 3 Texturing, is posted with permission from Sybex.

UV Mapping the Body

Now that the easy sword is UV mapped, it is time to try your new skills at something complicated. Characters are about as complicated as it gets. Because the sword is finished, unhide the character mesh (Shift+Ctrl+H if you are still working in the same session. If not, go to Display > Show > Show Geometry > Polygon Surfaces) and hide the sword and the armor. With just the body selected, take a look at the UV Texture Editor (Figure 3.14).

Figure 3.13 Final UV map of the sword

Figure 3.14 The mess of UVs before mapping

Wow! That is quite a mess. (Remember, your results may vary from mine.) So, let’s see about cleaning up this mess.

UV Mapping the Torso

We’ll first UV map the torso, working our way around the body until the entire model has UVs applied.

Figure 3.15 Delete half of the model, and select the torso geometry.

Figure 3.16 Auto Mapping the torso causes multiple UV shells to be laid out across the UV Texture Editor.

Note: What do I mean when I say “manually adjust the UVs” or “tweak the UVs”? No mapping command or button will produce a perfect UV shell.You will almost always need to manually adjust a UV’s position to get the results you need.To do this, use the Move, Rotate, or Scale tools to literally position a UV where you want it. If an edge is sewn somewhere and you want to change it, you will need to select the edge and use the Cut UVs command and then Move and Sew the edge where you need it to go.

Figure 3.17 Two ways to map the torso: sewn at the side (left) or the shoulder (right)


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Created: March 27, 2003
Revised: January 10, 2005

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