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How To Model Antique Teapot In Autodesk Maya (Part - 2) | UV unwrap | Modeling & Texturing Tutorial

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  • เผยแพร่เมื่อ 6 ส.ค. 2024
  • Hello Everyone, welcome to my youtube channel; I hope you are all doing well. In this video series I will show you how I made this Antique Teapot 3D Model. The video series is of 3 parts; Modeling, UV unwrapping, and texturing. In this Second Part of the video series we will see how to do UV Unwrapping of the model in Autodesk Maya. In the previous part I have shown how to make 3d model in Autodesk Maya. If you haven't seen that video I will recommend you to see that video. The link of the video is given below.
    How To Model Antique Teapot In Autodesk Maya (Part - 1) :
    • How To Model Antique T...
    3D Modeling & Texturing Tutorial.
    If you like this video please give this video Like, Share and Subscribe to my channel and click on the bell icon to get the notifications first.
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ความคิดเห็น • 8

  • @raghavsharma9420
    @raghavsharma9420 ปีที่แล้ว +1

    hi can you please also make tutorials on Maya 3d animation please about weight lifting and body mechanics explaining about frames and blocking also

    • @sunitdrozario
      @sunitdrozario  ปีที่แล้ว +1

      @Raghav Sharma Sure will make it. 😊

  • @lukito02
    @lukito02 5 หลายเดือนก่อน

    hi, do you have an explanation to why did you cut exactly those lines to unfuld? Im not good at uv unwrapping 😅

    • @sunitdrozario
      @sunitdrozario  5 หลายเดือนก่อน +1

      Hi @lukito02
      Cutting edges strategically allows you to create UV maps that closely match the shapes of the corresponding parts of the 3D model. This minimizes texture distortion, ensuring that textures appear correctly and without stretching when applied to the model.
      Cutting UVs along seams makes it easier to paint textures in 2D image editing softwares like Substance Painter, Photoshop etc. Each UV map represents a distinct part of the model, making it simpler to apply textures accurately to specific areas without bleeding into other parts.
      Strategic UV cutting allows for the efficient arrangement of UV maps, which can enable texture reuse. By using the same texture for multiple parts of the model (for example a house model which have similar shapes like windows and doors), you can save memory and improve rendering performance.
      I hope this answers your question. If you have any other queries feel free to ask me. I will be more than happy to answer them. ☺

    • @lukito02
      @lukito02 5 หลายเดือนก่อน +1

      @@sunitdrozario ohh alright, that cleared a lot, thanks. I just have one more question, how do you know where to put the seams?

    • @sunitdrozario
      @sunitdrozario  5 หลายเดือนก่อน +1

      @@lukito02
      It totally depends on the shape of the model.
      When unwrapping UVs in Maya, you typically want to cut along edges that will allow the UVs to unfold in a way that minimizes distortion and makes texturing easier. Here's a general approach to determining where to cut edges:
      For planar surfaces, you can often cut along the edges where the surface changes direction. This helps create clean, easily manageable UV islands.
      For parts of the model that won't be seen or where seams are less noticeable, such as the bottom of a character's shoe, you can cut along edges that are less visible to avoid seams on more visible areas.
      Some models have natural seams where separate pieces would join in real life, like the seams on clothing or the edges of separate objects that are joined together.
      Consider the flow of edges on the model. Try to cut along edges that follow natural seams or boundaries to maintain the continuity of the texture.
      Cut along edges where stretching will be less noticeable or where it can be easily corrected, such as areas that will be covered by a separate texture or where texture details are less important.
      Use Maya's UV Texture Editor's checker pattern to visualize stretching. Cut along edges that help minimize stretching and maintain a uniform checker pattern.
      Sometimes, the best way to determine where to cut is through trial and error. Experiment with different edge cuts to see which ones result in the least distortion and easiest texturing workflow.
      I hope I have answered your question. ☺

    • @lukito02
      @lukito02 5 หลายเดือนก่อน

      @@sunitdrozario thank you so so so much, you've helped me a lot! ❤

    • @sunitdrozario
      @sunitdrozario  5 หลายเดือนก่อน

      @@lukito02 I am glad it helped 😊