hi, thanks for the tutorials, i have one question, why arent you using the get - set pixels per unit option under tools, to make sure that everything is the same scale?
@MAYA-pr1cr3 жыл бұрын
Hi, thanks for the tutorial - but i have one doubt - why we put the uvs inside the 0 to 1 space … what is the use of other space that are given in the uv graph editor and why maya given us a large graph for uvs
@nirbhayjamwal34593 жыл бұрын
What is the difference between cut and stitch together?
@taluan84752 жыл бұрын
I'm still understand about the table face plane map, and then when you come to the leg part, stich and stich, i'm like... "Omg! What sorcery is that?" LOL.
@AcademicPhoenixPlus2 жыл бұрын
lol! It is magic! :)
@lostwithdan43315 жыл бұрын
Would it not work to just make them all have the same texel density in the uv toolkit?
@AcademicPhoenixPlus5 жыл бұрын
Sure!
@lostwithdan43315 жыл бұрын
@@AcademicPhoenixPlusAww ok, I just wasn't sure, but I appreciate the response and love the videos.
@dakabr15 жыл бұрын
Hi, your tutorials are amazing! Now I have a question: I use substance painter to texture my 3D assets, Do I have to uv map just like shown in this video? Because my teacher said this technique is more like texturing in photoshop.
@AcademicPhoenixPlus5 жыл бұрын
That's a really good question, and I've heard it from multiple people as well. The reality is that it is important to have good UVs when texturing an object, even when using Substance. You have to maximize your 0-1 space and make it efficient for game and render engines. If an artist doesn't know how to do this, it could waste previous resources. We will always have to worry about map space, until somehow that goes away. I hope that helps!
@dakabr15 жыл бұрын
@@AcademicPhoenixPlus thanks 😊
@sankarmfa6 жыл бұрын
Great video. Pls upload more about arnold shader videos little advance stage. Thanks :)
@AcademicPhoenixPlus6 жыл бұрын
Thank you for your comment, Sankara. I truly appreciate it. It's a great suggestion and I plant to work on a bit more Arnold. Keep an eye out! By the way, if you want to get pre-released content, updates on workshops, free models, and more, please sign up for my newsletter. www.academicphoenixplus.com/
@sankarmfa6 жыл бұрын
Sure will do. Thanks
@kaidkyoung42986 жыл бұрын
what if the objects are formed like clock wise. like the bullets in revolver gun clip, if I wanna same UVs but they are 45 degree related to each other, what should i do??
@AcademicPhoenixPlus6 жыл бұрын
Hi TinDK, I think you are asking, if you have a bullet, then you have the same bullet rotated 45*, how do you UV map it? You can use a fancy tool called Transfer Attributes. Select the Mesh with the good UVs, then select the mesh with that is not UV mapped. Go to Mesh>Transfer Attributes>Options. Select "Component". Voila! Hopefully that's what you were asking. :)
@shanewhittington6 жыл бұрын
Awesome
@AcademicPhoenixPlus6 жыл бұрын
I appreciate that, Shane! Thank you for watching!
@Kopite3696 жыл бұрын
Couldn't agree more Shane!
@star172able5 жыл бұрын
When I try to do the automatic for my desks it looks all smell for each of the shapes how do I send you my maya file
@AcademicPhoenixPlus5 жыл бұрын
Hi Starlyn, Yes automatic mapping usually gives you tons of little pieces and usually doesn't work. Have you tried uv mapping it yourself? Here are some tutorials for UV mapping: kzbin.info/www/bejne/j5vapYSIqKuYZ8k