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Stella Watson
Registered User
Join date: 23 Oct 2006
Posts: 4
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12-01-2007 17:43
Hi, I am trying to prepare the avatar file for texturing in Maya. I also have Cinema4d and Modo if you work in there instead. Anyways, when I open the file it is rough, so I smooth it. Then it still looks patchy in areas. I seperate the file and join the peices into head, upper, and lower. But the neck area is seperated weird so half of it is on the upper when it should be on the head.
I know nothing about UV Mapping, and I really want to learn for the future. Please IM me in game privately if you think you could help. I am willing to pay real-life wages for guidance and tutoring.
Thank you!
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Stella Watson
Registered User
Join date: 23 Oct 2006
Posts: 4
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12-01-2007 17:53
P.S. I have tried some peoples prepared avatars for LightWave or CS3 and they look better in Maya but they are one peice and cannot be seperated so I do not know how to apply individual textures to the head, upper, and lower when they are all merged together, perhaps this would be the easiest thing to teach. They also bake out the UV maps all merged on top of eachother.
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Ziibly Isan
Scary Beyblade Fan
Join date: 20 Oct 2006
Posts: 33
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12-01-2007 20:15
The body is assigned to three UV maps: The head The upper body, including the neck but NOT including the groin The lower body (groin, legs, feet) Don't combine the whole lot, just keep it in those three sections. You'll have visible 'seams' where the sections meet due to the surface normals, but there's little you can do about it. I also suggest you change the shader type on the model to lambert and not phong or whatever overly shiny thing it's using to begin with  (For previewing purposes) So, now when you want to export the UV map as a template you just select the section you need and you're good to go.
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