Link:INB Home|INB English| INB русский язык|INB العربية|INB Türkiye|INB فارسی|INB Español|INB Français|INB Português|INB Deutsch|INB 國語|INB 中文|INB 日本语|INB 한국어|INB ภาษาไทย|INB tiếng Việt||Maya Tutorial Model, Texture, and Render the Legendary Katana 11
INB English forum
Welcome to (Industry & Native boffin) The industrial age here is full of fighting spirit, you and I both through this network space with Native biological spirit boffin came to the mad labs. home INBforum.com, come and join us Permanent name: inb-english.forumotion.com
INB English forum

Welcome to (Industry & Native boffin) The industrial age here is full of fighting spirit, you and I both through this network space with Native biological spirit boffin came to the mad labs. home INBforum.com, Permanent name: inb-english.forumotion.com


You are not connected. Please login or register

《《《《《《《上一页INBforum   Go down

上一页INBforum》》》》》》》View previous topic View next topic Go down  Message [Page 1 of 1]

1 Maya Tutorial Model, Texture, and Render the Legendary Katana 11 on Fri Sep 24, 2010 3:00 am

Admin

avatar
Admin
Step 31


Load the handleUV_out.obj. For this piece we will need only two cuts. One to cut out the bottom… [You must be registered and logged in to see this image.]
Step 32


and another cut along the side of the handle. [You must be registered and logged in to see this image.]
Step 33


Flatten it, and save it as hanadleUV_in.obj. [You must be registered and logged in to see this image.]
Step 34


Load the sayaUV_out.obj, and first cut out the tip. [You must be registered and logged in to see this image.]
Step 35


Cut out the extruded part on the beginning. [You must be registered and logged in to see this image.]
Step 36


You don’t need to flatten this piece. There won’t be any texture on it. [You must be registered and logged in to see this image.]
Step 37


Add another cut along the length of the Saya. [You must be registered and logged in to see this image.]
Step 38


Flatten it, and save it as sayaUV_in.obj. With this you have finished laying out the UVs in UVLayout. [You must be registered and logged in to see this image.]
Step 39


Go back to Maya and delete the Blade, Handle, Cloth Bow, and Scabbard. [You must be registered and logged in to see this image.]
Step 40


Go to “File > Import”. In the “Import” window, navigate to your “data” folder, and import the “_in.obj” files one by one . [You must be registered and logged in to see this image.]
Step 41


Now we have our new meshes with laid out UVs. Select the Blade and go to “Window > UV Texture Editor”. [You must be registered and logged in to see this image.]
Step 42


As you can see the UVs are all over the place. To properly use them we will need to fit them in the 0 to 1 space. [You must be registered and logged in to see this image.]
Step 43


Before that, we need to do some more work on the Blade UVs. We will connect the side pieces with the back piece. Zoom in to the back piece, and go to edit edge mode (Right click > edge). [You must be registered and logged in to see this image.]
Step 44


Select one of the outer edges, press and hold the Ctrl key then “right click and hold > to edge loop”. [You must be registered and logged in to see this image.]
Step 45


In the UV texture editor go to “Polygons > Move and sew UV edges” or press the move and sew edges icon. This will move the piece and sew the shared edges. [You must be registered and logged in to see this image.] [You must be registered and logged in to see this image.]]

View user profile http://eng.inbforum.com

上一页INBforum   Go down

上一页INBforumView previous topic View next topic Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum

Copyright ©2009-2016 LTD Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

IT:SINGLESERVGoogle谷歌翻译TranslateFORUMSOFTLAYERGoogle谷歌广告联盟AdSenseAsia

 

Free forum | © PunBB | Free forum support | Contact | Report an abuse | Forumotion.com