Maya 2016 tutorial : How to UV Map and texture clothing

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MH Tutorials

MH Tutorials

Күн бұрын

Пікірлер: 59
@NithyAnandnithymograph
@NithyAnandnithymograph 6 жыл бұрын
This is very good video for Beginners & Who understand slowly, Great work Mike!
@TYIIAK
@TYIIAK 8 жыл бұрын
very interesting lesson thank you very much !!!
@MHTutorials3D
@MHTutorials3D 8 жыл бұрын
You are very welcome
@IsabelleIze
@IsabelleIze 7 жыл бұрын
this method seems very slow and troublesome to you Leonona, but people learn in there on speed, and I actually apreciate and want to take time to thank Mike Hernes for trying to help , in his own way, i looked at a lot of video before but for some reason , this tuto helped me understanding uv mapping , i am french and slow lol woila woila
@MHTutorials3D
@MHTutorials3D 7 жыл бұрын
Thank you
@IsabelleIze
@IsabelleIze 7 жыл бұрын
uw
@desko16
@desko16 8 жыл бұрын
well done it works for me
@MHTutorials3D
@MHTutorials3D 8 жыл бұрын
?
@InKoreaExpat
@InKoreaExpat 8 жыл бұрын
it's simetrical model, you could just UV map falf and than flip UV and sew, and second - cilindical mapping could make it much easier
@MHTutorials3D
@MHTutorials3D 8 жыл бұрын
+Экспат в Корее I am well aware of that, The reason why I didn't is to help those that are modeling a non -symmetrical model. It shouldn't be easy for me it should be clear for the viewers.
@MHTutorials3D
@MHTutorials3D 8 жыл бұрын
+Экспат в Корее I am well aware of that, The reason why I didn't is to help those that are modeling a non -symmetrical model. It shouldn't be easy for me it should be clear for the viewers.
@MAMFortnite
@MAMFortnite 7 жыл бұрын
I am so glad you did this, and would love to see the example the above commenter made. Any chance of that sort of video?
@777azizzi
@777azizzi 8 жыл бұрын
thanks
@RobStimpson
@RobStimpson 9 жыл бұрын
Do you no where the Cut face tool is now in maya?
@TheOnlyBowl
@TheOnlyBowl 9 жыл бұрын
+Kelo Don't know if you found the answer already, seeing how this is an old comment, but a similar tool can be found in the Modeling Toolkit. Might be looking for the Multi-Cut Tool. Edit Mesh > Show Modeling Toolkit
@antarasengupta4005
@antarasengupta4005 Жыл бұрын
What should i do if i have thickness in my clothes? Uv mapping is distorting the shape of the clothes completely.
@MHTutorials3D
@MHTutorials3D Жыл бұрын
UV Mapping does not distort anything, it is simply a representation of what is already there.
@antarasengupta4005
@antarasengupta4005 Жыл бұрын
@@MHTutorials3D so is it okay if after unfolding the mesh, the clothes shape doesn't remain the same. If I cut that out I get two of each front and back side. How do I texture that? Ex, a pant or a shirt.
@rasool204
@rasool204 4 жыл бұрын
helpful.............
@raviyadav9786
@raviyadav9786 8 жыл бұрын
good technique with AM
@CrayVee
@CrayVee 7 жыл бұрын
Hi Mike Hermes, Im having a huge problem, I have internal faces on my clothing and it makes seaming difficult, and its a bit redundant to have internal faces. Any ways that I could solve this? or avoid this problem in the first place? Thank you very much! :)
@MHTutorials3D
@MHTutorials3D 7 жыл бұрын
Yes, go to Mesh / Cleanup and run a cleanup on your mesh
@hengzhou4566
@hengzhou4566 8 жыл бұрын
Why does the UV shell automatically move to the [0,1] UV space after Unfold? It's very annoying. Where can I disable this auto-move and have the shell stay at where it is?
@MHTutorials3D
@MHTutorials3D 8 жыл бұрын
the 0 to 1 space is the space used to display the texture. If it is not there you won't see it on your model
@hengzhou4566
@hengzhou4566 8 жыл бұрын
I know the significance of [0,1] UV space. But we only need to move shells there after UV layout/editing is all done. During the UV layout/editing, it would be easier if UV shells could stay in the left quadrant. I know it is possible because it is the case in another online tutorial. But I don't know how to make it so I ask here, i.e., how to pin the shells so that they will not move to the [0,1] UV space automatically, until we have done the UV editing and layout.
@leonona
@leonona 9 жыл бұрын
Thanks for the toturial, but this method seems very slow and troublesome to me. I don't see the need to use automatic mapping and then spend a lot of time piecing it back togehter. Here's how I do it: 1. Use planner mapping to get some basic UV's on the object 2. Select all the edges in the 3D view where you want the seams and use the 'Split UV's' tool 3. Select all the UV's on the object(right click on the object and pick UV, then select them) and unfold using 'Unfold3D' 4. Layout the UV's to your liking I'm skipping the whole automatic mapping and piecing back togehter again step. I just select the edges where I want the seams and then unfold. Done
@MHTutorials3D
@MHTutorials3D 9 жыл бұрын
+leonona Hi Leonona, When looking at it from a speed and efficiency point of view you are completely right. Thing is that I was aiming for something else. I wanted to do a tutorial explaining how to cut edges, move and sew them, unfold and use layout. Specially the process of deciding if and where seams should be created. That is why I chose the more complicated way. Mike
@TheDorianTube
@TheDorianTube 8 жыл бұрын
+Mike Hermes Can you do a tutorial with Leonona's method?
@Reesakee
@Reesakee 8 жыл бұрын
thank you! finally a tutorial with proper unwrapping and its from a youtube comment :DD could you tell me what unfold UV tool settings to pick, because Im getting an error about mesh being non-manifold
@johnnygibbs7709
@johnnygibbs7709 6 жыл бұрын
Sadly this comment helps more than the video
@chrisbweezy4213
@chrisbweezy4213 9 жыл бұрын
Please need your assistance, My question are kind of long but I just wanted to provide all the details so it's clear i hope they are clear .Hello Mike Thanks for this video again. Although I have a problem, actually i was working on a box from the book introduction to Maya. The box has four feet(not measurement but four extruded feet on each corner) and all the UVs are already laid out except from the Feet's UVs, so in the book they give instruction how to do it. I selected the feet(faces) and then go to "Create UVs--->automatic Mapping" and the UVs for the feet are laid out without a problem, but then before proceeding i have to scale the UVs, but every time i try to scale or move the UVs for the feet only, it scales or move all the UVs including UVs for the box , and what i want is to scale and move only UVs for the feet. In general I encounter this problem for any geometry. if say i select UVs only for one face it appears on top of the other parts(faces)and when i try to edit it(move, scale it) it edits all the UVS. can you please tell me how to do this so that i can only edit the select UVs without editing the other. My second problem is that, still in the same book i was texturing a red wagon, but there's a step where i have to create blinn shader and give it a white color, then I have to create a Layered shader and Middle Mouse Button and drag the white blinn shader from the Hypershade to the top of the Layered shader's Attribute editor then delete the original green swatch so i only have the white swatch(white shader). Then i have to create another blinn shader and give it a black color, after that I have to MMB and drag this black blinn shader from the Hypershade to the top of the Layered shader's Attribute editor as well, but the problem is in the book it is said I have to place it to the left of the white shader(white swatch), means before the white shader, but every time i try to do that i can't, i can only place it to the right, means after the white shader and it doesn't give out the correct result, can you please tell me how can I place the black shader(or any shader in general) before or the left of the white shader(or another shader in general) after the latter has been placed to the top of the Layered shader's Attribute editor.
@MHTutorials3D
@MHTutorials3D 9 жыл бұрын
+Chris Bweezy Hi Chris, wow ! That's a whole lot of text :-) Question number 1 : In your 0 to 1 space in your UV Editor right click on the UV section you want to scale and select shell. The UV will turn red. Once red you can hit R ( scale tool ) and scale it. You will then have to position them manually into your UV space to make it fit. Question 2 :Are you talking about MILA shaders ? What's your Maya version ? Mike
@chrisbweezy4213
@chrisbweezy4213 9 жыл бұрын
Thank you for replying, i know that was a lot of text sorry for that, i just wanted to provide more details. I'm using Autodesk Maya 2014.For question 1: When i select shell it selects only the UVs for that part or face; but when i try to scale or position it it drags everything with it, it's like all the UVs are stuck together. for Question 2: just about any shader. I created a Layered shader. when i create a first shader(lambert, phong, blinn, any shader) and place it in "Layered shader Attribute" section, then create a second shader(lambert, phong, blinn, any shader) and I want to place it before(to the left of)the first shader in Layered shader Attribute section. I can only place it to the right(after). How can I place the second shader to the left of(before) the the first shader?
@chrisbweezy4213
@chrisbweezy4213 9 жыл бұрын
is there a way i can send you a file with screen print so you can take a closer look of what i'm trying to achieve?
@MHTutorials3D
@MHTutorials3D 9 жыл бұрын
Sure mh-tutorials@hotmail.com
@chrisbweezy4213
@chrisbweezy4213 9 жыл бұрын
Thank you very much for your kindness Sir, you just made my day. i will sure send a file with print screen and less text this time
@munthay
@munthay 6 жыл бұрын
nice but too slow tell the usage of shortcut key too
@MHTutorials3D
@MHTutorials3D 6 жыл бұрын
This is a beginners tutorial. Learning it is one thing, doing it fast is another
@manafa.m4904
@manafa.m4904 5 жыл бұрын
Please upload a video, to texture with photoshop
@MHTutorials3D
@MHTutorials3D 5 жыл бұрын
I made several, check my channel
@frequencyio
@frequencyio 9 жыл бұрын
Great vid Mike but you didn't turn the Tris into Quads like you said you was going to.... Small things though it would've been nice... :/
@MHTutorials3D
@MHTutorials3D 9 жыл бұрын
+FrequencyIO Understood, I will next time
@MixQQQ
@MixQQQ 8 жыл бұрын
Please HELP my texture wont apply (maya 2017)
@MHTutorials3D
@MHTutorials3D 8 жыл бұрын
Do you have textured turned on in your viewport ?
@MixQQQ
@MixQQQ 8 жыл бұрын
Mike Hermes idk how i can check that im new to maya
@MHTutorials3D
@MHTutorials3D 8 жыл бұрын
The black and white ball just above the viewport
@MixQQQ
@MixQQQ 8 жыл бұрын
Omg thank you ao much
@stratosartis
@stratosartis 7 жыл бұрын
duude.. what I was in search of
@MHTutorials3D
@MHTutorials3D 7 жыл бұрын
Good
@theartist4674
@theartist4674 2 жыл бұрын
Kareena
@emretopuz7764
@emretopuz7764 9 жыл бұрын
Hey Mike, its great tutorial like others. I need some help, i wish you have time to help me. I have a seamless texture. But i dont know how to match UV lines perfectly to eachother. I will put some photos about that here. My problem: i63.tinypic.com/md2m2c.jpg And my UV: i63.tinypic.com/1z4v7gg.jpg
@MHTutorials3D
@MHTutorials3D 9 жыл бұрын
+Gülen Ozan If the texture is truly seamless you should be able to match it up by slightly rotating the shell in the UV space
@emretopuz7764
@emretopuz7764 9 жыл бұрын
ohh so all i have to do is placing the shell correctly in the UV space right? Nothing more?
@MHTutorials3D
@MHTutorials3D 9 жыл бұрын
+Gülen Ozan Most likely. I you still have a texture misalignment after this check to make wure your UV is properly unwrapped. Mike
@emretopuz7764
@emretopuz7764 9 жыл бұрын
Thank you so much man. Good luck with tutorials :)
@MHTutorials3D
@MHTutorials3D 9 жыл бұрын
+Gülen Ozan Thanks
@777azizzi
@777azizzi 7 жыл бұрын
thanks
@user-yn3fq2zy9n
@user-yn3fq2zy9n 7 жыл бұрын
Thanks
@MHTutorials3D
@MHTutorials3D 7 жыл бұрын
Thank you too
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