Awesome, glad I found this channel, thank you :) I've been learning and working in Maya for about 6 months now, but I never really got a proper hang on the UVing process, so it's a pretty helpful video.
@@KurtBernardin thanks! I took an introductory Maya course that lasted for a few months, but after that self taught. I already do some animations for work, but I'd like to focus more on modeling and stuff :)
@@NinjaMK Right on! Feel free to join the discord server if you would like. Link on the about page. It's a recent server I started with a mixture of students and professionals.
This is great and something I have been working on a lot myself to figure out. But where I am stuck is how to actually populate the texture image data with the detailed texture. Particularly after unwrapping a face, I very much struggle to "draw" any meaningful texture in the unwrapped face. But when I look at legit game files (even those from about 2000 onwards), they have a lot of detailed skin shading etc. It almost seems like they had a pre-made 3d model and then unwrapped the skin.
That's awesome! Do you have any previous 3D experience with other software or are you new to 3D in general? In either case, welcome! I'm doing what I can to make more and more videos.
is there a Maya equivalent to 3ds max's UVW XYZ? This is mainly used for mapping procedural textures like noise, but because it's in the UVs you don't get texture swimming when it deforms.
I don't use 3ds max so I'm unfamiliar with UVW XYZ, but it sounds similar to creating a Texture Reference Object, which should allow you to do triplanar type projections and deform the geometry without the swimming issue you're referring to.
@@olahaldor This phone is my own personal model that I made for the purposes of doing demos with. I've never used RizomUV before. After doing a little research, it looks like RizomUV used to be called Unfold3D. Unfold3D is actually one of the algorithms within Maya's native UV package. I'm not entirely sure if it's the same algorithm between the two software or not.
@@KurtBernardin that's correct. They part ways years ago, as the original developer had a different vision for the software. RizomUV greatly surpass Maya's own implementation of a half a decade old version of Unfold 3D :) Truly, truly is a lot faster imho. :) There's a bridge to quickly go from Maya with one or multiple mesh items back and forth.
While Maya is a great tool to learn and is used extensively in the industry, it's important to remember that no one software is the be-all and end-all. Each software has its strengths and weaknesses, and learning multiple tools can expand your skillset and make you a more versatile artist. So, don't think of it as switching to an 'industry standard', but rather adding another tool to your toolbelt, just like Batman. :)
Awesome, glad I found this channel, thank you :) I've been learning and working in Maya for about 6 months now, but I never really got a proper hang on the UVing process, so it's a pretty helpful video.
Thank you for the kind words. And welcome to Maya! Are you self taught or taking classes?
@@KurtBernardin thanks! I took an introductory Maya course that lasted for a few months, but after that self taught. I already do some animations for work, but I'd like to focus more on modeling and stuff :)
@@NinjaMK Right on! Feel free to join the discord server if you would like. Link on the about page. It's a recent server I started with a mixture of students and professionals.
@@KurtBernardin I did, thanks!
This is great and something I have been working on a lot myself to figure out. But where I am stuck is how to actually populate the texture image data with the detailed texture. Particularly after unwrapping a face, I very much struggle to "draw" any meaningful texture in the unwrapped face. But when I look at legit game files (even those from about 2000 onwards), they have a lot of detailed skin shading etc. It almost seems like they had a pre-made 3d model and then unwrapped the skin.
Thanks for this video! I start my MAYA journey in June!
That's awesome! Do you have any previous 3D experience with other software or are you new to 3D in general? In either case, welcome! I'm doing what I can to make more and more videos.
Thanks for the tutorial. Great vid
Glad it was helpful!
is there a Maya equivalent to 3ds max's UVW XYZ? This is mainly used for mapping procedural textures like noise, but because it's in the UVs you don't get texture swimming when it deforms.
I don't use 3ds max so I'm unfamiliar with UVW XYZ, but it sounds similar to creating a Texture Reference Object, which should allow you to do triplanar type projections and deform the geometry without the swimming issue you're referring to.
@@KurtBernardin YES! that does the trick. Thank you!
Maybe you could do a dance battle and show the same model in uv in 3dcoat ?
I've never actually used 3DCoat before so I don't think I'd do very well in a dance battle.
@@KurtBernardin and RizomUV! :)
Where's the model from? Would be fun to give it a shot in Rizom
@@olahaldor This phone is my own personal model that I made for the purposes of doing demos with. I've never used RizomUV before. After doing a little research, it looks like RizomUV used to be called Unfold3D. Unfold3D is actually one of the algorithms within Maya's native UV package. I'm not entirely sure if it's the same algorithm between the two software or not.
@@KurtBernardin that's correct. They part ways years ago, as the original developer had a different vision for the software. RizomUV greatly surpass Maya's own implementation of a half a decade old version of Unfold 3D :)
Truly, truly is a lot faster imho. :)
There's a bridge to quickly go from Maya with one or multiple mesh items back and forth.
@@olahaldor thank you for the added context! I’ll have to do more research into rizom and maybe try it out.
I use blender
But i guess i should switch to 'industry standard'
While Maya is a great tool to learn and is used extensively in the industry, it's important to remember that no one software is the be-all and end-all. Each software has its strengths and weaknesses, and learning multiple tools can expand your skillset and make you a more versatile artist. So, don't think of it as switching to an 'industry standard', but rather adding another tool to your toolbelt, just like Batman. :)
@@KurtBernardin Yeah.. But is Maya a free tool?
Blender ahahahahaha Maya is the best
I'd like to think that all software have their pros and cons. At the end of the day, it's all about the artist and what their preferences are.