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1. UNWRELLA Autodesk Maya Training Step by step unwrapping and UV mapping tutorial Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details T Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual 5 Introduction 4 Content 16 e es pre defined UV edges 20 Applying U wrella as automatic unwrapping 29 Comparison and Advantages 30 Unwrella FAQ user manual Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details ee ie 17 Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Introduction In this comprehensive tutorial we will guide you through the process of creating optimal UV texture maps with Unwrella in Autodesk Maya 8 5 or higher Despite the fact that Unwrella is a single click solution we have created this tutorial with a lot of material explaining basic Autodesk Maya work and the philosophy behind UV texture borders and the unwrapping workflow The method known as unfolding or unwrapping is used for the creation of UV Maps for texture baking or texture painting Together with deployment of the Unwrell
2. This base model has no UV mapping at the moment Select Window UV Texture Editor As you can see since no UV mapping is defined the mesh has the default UV projection mapping which is not suitable for texture baking In the next step we will create UV Texture Borders in Maya Close the the UV Texture Editor again Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details gt hz d Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Fie Edit Modify Create Display Window Assets Select Mesh Edit Mesh Proxy Norma Color Create Li s Edt UN s Help Poses RMP RaERIS L2G ee O RL Portlet peer tend i f al ate General Cun ves Surface Pelygons Subdive Dei mation Animation Dynamics Rendering Painif ifecte Toon Muscle Fluids Fur Hae nCloth Custom O98 6 COSESSOOCUSRSOMEPDHS BVH ANETSE 1 view Shading Lighting honora Panels List pren Focus uem Shor pg abc0BJ2 CHAR_TERRANIAN_PEDESTRIAN_04Shape pobSurfaceShape al gt gel 2CHAR TERRANIAN T mesh sbcOBJ2ZCHAR TE D i AS NNI Tessellation Attributes QUEM Mesh Component Display Mesh Controls 29 gt l Tangent Space Smooth Mesh Hn Displacement Map Render Stats mental ray Object Display Node Behavior
3. Rendering Paint ffects Toon Muscle Fluids Fur Hae nCloth Custom LIT Elements zo BESNSBPROMSRREPSPANNEVEE wireframe Color COE EXT List pree Focus Attributes Show Help ahaha AI Se m a mesh sbc08J2 CHAR_TERRANIAN Le Son Hida Heads Up Display Tessellation Attributes Mi MEZ Mesh Component Display chars Us 1 p Mesh Controls Uv Size A Tangent Space Component IDs a Smooth Mesh Face Normals t Displacement Map Vertex Normal pla P aaa Render Stats Normals Size i i z d gt mental ray Standard Edges d Object Display Saft Hard Edges i stil Node Behavior Hard Edges B Extra Attributes Border Edges Crease Edges Edge Width Face Centers Face Triangles Non planar Faces Reset Display w Limit to Selected Custom Polygon Display Notes abc BJ2 CHAR TERRANIAN PEDESTRIAN Shape Select Load Aliributes Copy Tab H a i ia jal lt gt i ri il In Autodesk Maya you can change the visualization of your UV borders If you want to see them clearly and make them more bold select Display Polygons Texture Border Edges and adjust the thickness of the lines according to your preferences Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details gt 17 Unwrella Il Introduction Content Defining UV Edges in MAYA Apply
4. lt ES ee 1 A nt Smooth Mash Content a M Select Mesh Edit Mesh Proxy Normals Color Create UVs Ed Displacement Map 5 Normalize aj m 4 Uniti em Defining UV Edges T jib ps Fip 3 in MAYA 2 n Align m Applying Unwrella E rici Map LY Border n itle Straighten LIV Border a Unwrella ni Relax 9 Ea idee z Automatic Mode pm Layout a cut LI Edges s Split US Comparison and ce p Sew Uv Edges Advantages Move and Sew UV Edges Marge Ls Delete Uys Unwrella FAQ LUV Texture Editor CHAR TERRANIAN PEDESTRIAN B4Shaps users manual ee ee e E n fio je tal pal d a la l ps 48 00 qr HoAnimLayer we Mo Characher Set 0 Gi Baca SI A In order to turn the edge selection into UV borders press Space on your keyboard and select Edit Uvs Cut UV Edges Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details T 17 il Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Edt Modify Create General Curves Si E lows View Shading Light ele Bi 1921 t JE 9 E 7 oes window Assets Select Mesh Edt Mesh Proxy Normals Color Create Uifs Edt Uvs Help _ Poboon 1B ea oE 4 2 0 ame MIS RS BEE oration Animation Dynamics
5. 4 se xU JA xo w ig aN i a Dal Introduction a E Common Material Attributes i Content P Pun E Aburrs ries TP Incardescance 2 Defining UV Edges END in MAYA Duse 0 8000 z BE Tiarelucsrce 0000 e SQ Tranalucence Depth 1 500 1m A Applying Unwrella eee io 1 Eeceniseay 0 300 j t Specule Rol amo 1 af Unwrella a specus Cr DI Automatic Mode E elec 1500 z Fiefiected Coo I 77 t Special Elects Comparison and Advantages Unwrella FAQ Selec Load Afrizdrt Copy Tab users manual o Sena 5 quo dedita da d rl ri roi IT PELO EE 2a 00 js nd ww Ho Anm Lager ww MohaaeterSet s Select the object you have successfully seperated with UV borders or load the scene 02 uv edges final ma You will notice that the mesh has all the needed UV borders but the UV map is an unusable mess will all charts just dumped over each other Here we will utilize the Unwrella plugin to do all the remaining work for us with just a few clicks Without Unwrella this would require a lot of work to resize move and adjust all the parts especially when trying to achieve a consistent quality that avoids surface stretching and uneven pixel sizes Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Fle rd Bie Creste Deps Window Asem Anime Geometry Cache Crese Defo
6. Controls Tangent Space Smooth Mash Displacement Map Render Stats mental ray Object Display Node Behavior Extra Alliibules _ Notes abcOBJZ CHAR TERRANIAN PEDESTRIAN Shape Select Load Attributes Copy Tab RS run 1 00 pal da al l oi v I DL 48 00 wr Mo Anim Laver ur Mo Char acter Set 0 Gi A Select the edge just at the beginning of the hand In this step we will create a UV chart of the hand by seperating it from the rest of the body This is the usual workflow for any UV maping production but let Unwrella do large parts of the work automatically For automatic UV mapping without manual border selection please go to chapter Automatic Unwrella UV parting Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details File Edt Modify Create Display Window Assets Select Mesh Edit Mesh Proxy Normals Color Create Ls Edt UN s Help AMM RaRT Leoeegr or a RULLO Petit ace i a RE ceti Cur ver Surfaces Polygons ESAE Deh mni Dynamics FX a Toon Muscle Fluids Fur Har ipt mem IZ ei i Us Selected Fou albus Show He Unwrella ia 9 p B 3b 06 2 CHAR_TERRANIAN_PEDESTRIAN_04Shape polyPlanarProjl blinn3 I n n ume TU A H sach B E sbc08J2 CHAR_TERRANIAN Tessellation Attributes p 4 A pe Mesh Component Display 7 I cai i lt j m LM T rem a E d Tangent Space je p Smooth Mesh
7. Load the 00_base_model ma scene into your Maya compatible with Maya 8 5 and higher This scene consists of the CHAR_ mesh our tutorial character This is a typical 3d game character model with 5000 faces and we will now create UV maps for texture baking or texture painting Select the CHAR_ model on your screen Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details fee Qem RAR Leese Or dia a f 2f General Cures Surfsces Polegora Subakva Deformation Animate FT D lender PamtEtects Ten Muncie Fiks Fur Har nCioh Custom OFFS OSE OSSHUSRSOMEPHBBISANETSE Wee haig Lighbon Show Fnderir Panels Unwrella LIETIE if ost lilt Wd II J 4 Polygons Subtes Wem Select Tool Image Textures LN Sets Help Aa pe ve E m re abcBJ2 CHAR TERRAHIAH PEDE P Pe ne UA s v wa FH I BEL S Tratti 0 _ if Traube si OQ LAE l i B Translate 0 ca Fiotata I a Piptate t I Rotate Desen Seo Scwez Webi on Introduction 5 5 aboh ACHAR TERRAHWIAM PED Content Defining UV Edges in MAYA Applying Unwrella Unwrella IMA LLBHHPM Depp C Rada 1 eim Automatic Mode i Lui Ira l suine Layers Cptiore Help Comparison and Advantages Unwrella FAQ i Ee x a oa Mi da iii uo fi jeo fad p Mo Anm lmer No Chaat bet o z Ho help aralsble bor this tool users manual
8. is also usually far more accurate than manual unwrapping When you apply Unwrella with a stretch setting of 0 0 every texture pixel covers exactly the same amount of space on the 3D surface which is impossible to achieve with manual unwrapping Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details e4 YF Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Unwrella Users Manual Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual E Uv Set Existing mapl New fc Charts oc E Texture Stretch a GuterPaddng Texture width 240 High Quality n Keep Borders Adjacency Hethod Geometrical Epsilon 0 0070 E To pological Apply About Urwrella C 2009 3d i0 GmbH Version 2 00 z UV Set Destination UV set This is where the generated UV s will be stored If you leave the field new empty the existing set that is selected in the dropdown will be used If you enter a name into t
9. 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details 7A Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual ee SOL ee Leet OC ABIES Ae aaBie S gi f z General Curves Surfaces Polpgora Subees Deformation Arimaan Does Fiendesing PaeiEBects Toon Muscle Puede Fur Har Cio Custom a F i m 5 nei 7 ug v e X i wp e 540o0 fTV9 9v9Sicx 7 2 2 Jk 24 Vire Shade Lighbng Show Render Panels r Let Gata Focur diritti Shey Hep Uneretia Unwrap UY Toot CESS il cloth uresapped CHAR TERFANIAN PEDESTRIAN O4Shape niea ale Pa 5 z x 5 E Fagur tang mapl mw si_cioth_unmepped DHAA_TE n z Sn Hide XP tls m EE Hotes sf cloth ueeeapped CHAR_TERRARIAN_PEDESTRIAN_04S5ha Sent Loa Airihi Cope Tab 12 13 uo 6 E TU 17 n 19 E 21 ro had bal pal Qj pe vili TE ee A MU iii e Ho Anim Layer we No Character Set o 2 l The Unwrella window pops up This window will be used to do the initial setup and add Unwrella to your mesh For later fine tuning we will use the standard attribute editor to adjust the settings of the Unwrella node if desired Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details T
10. Content aN uti To Face Path no 28 To Uv Shel Sis tasse i e pem Render Stats Defining UV Edges p To Shell Border r Li Lec icd 4 Y fe Select Border Edge Tool i Object Display in MAYA x usd Bondan _ Node Behavior Selection Constraints MEME Extra Attributes Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ _Notes _abcOBJ2 CHAR_TERRANIAN_PEDESTRIAN Shape users manual Select Load Alttibubes Cope Tab dI na 1 00 Ia da ja d Wl ri dl I 24 00 48 00 wr Mo Anim Laver gt Mo Char ache Set O Gi ire Ie GEIE After you have selected the edge above the hand joint press again Space on your keyboard and select Edge Loop Utilities Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details 17 Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Fie Edt Modify Create Display Window Assets Select Mesh Edit Mesh Proxy Normals Color Create Ls Ed Us Help Hawa R 420 RS ceti Curver Surfaces Polygons Subdive TY mni Dynamics FX a Toon Fluids Fur Press again Space on your keyboard and select To Edge Loop Ciusm dies ME 1 2 nCloth Ic doni Hae BEE 3 List rena Focus eres pem m abcOBJ2 CHAR_TERRANIAN PEDES
11. Esatting mae J Pese Il Mes Te Mee A Chats 0 3 Teste Stretch 0 1567 1 Introduction A Gutter 3j E Tesiure Width 1024 al 0 Content A Teste Hee ica 3 z x z pe Qni 32 Feepbodet Incandescence Lin Defining UV Edges Adjaconcy Method z in M AYA Foden omo y Diffuse 0 000 al meo 4A Tiare 0 000 E A Tranalucence Depth 0 500 r I Tranelucenca Foca 0500 n e Applying Unwrella E3 Pp ae Special Ellecte H Matto Opacity Unwrella T e Riaptrace Options Automatic Mode i 7 rr Rontin ect ix mnntal ray Comparison and Advantages Unwrella FAQ Le EN users manual um um I i ne ns dea da a a a wi sei MEL _ A UV Tex PIO E Now we use the alternative approach and let Unwrella unwrap completely on its own lin this case it is not necessary to have any borders at all defines on the mesh Unwrella creates them all alone This approach requires even less work and produces optimized results for texture baking The only drawback is that the UV charts are created without manual workflows like texture painting in mind Unwrella seperates the charts in a way that offers efficient space utilization and stretch reduction but the resulting charts are often too fragmented to conveniently paint on them manually Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Unwrella Unwrap UV Tool ES
12. Extra Athibutes g 4 9 E AW 1 7 E Fa abo0Bl CHAR_TERRANIAN_ PEDESTRIAN 04 Select Hierarchy DG Traversal EE ls Ibo E Em E Material Attributes ee i Notes abcOBJ2 CHAR_ TERRANIAN PEDESTRIAN U4Shape Assign Existing Material i Remove Material Ovesride Select Load Attributes Copy Tab n rus 1 00 jd id ja lt Q rl ri i l ps 48 00 qr HoAnimLayer we MoCharacha Set 0 E Wu RIC XE rS The first thing we need to do is to define UV texture borders for later unwrapping 1 Select in your tab menu the section Polygons 2 Press Space on your keyboard and 3 select Edge Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details gt 17 Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual File Edt Modify Create Display Window Assets Select Mesh Edit Mesh Proxy Normals Color Create Ls Edt U s Help Aww RAMS 4290 RL Panel Me e SEE ceti Cur ver Surfaces Polygons subiva E Def mni Dynamics FX a Toon Muscle Fluids Fur Har ipt mem List rena Focus eres pem m abcOBJ2 CHAR_TERRANIAN PEDESTRIAN D4Shape polpPlanarProjl blinn3 mesh sbc08J2 CHAR_T ERRAMIAN Tessellation Attributes Mesh Component Display Mesh
13. TRIAN D4Shape polpPlanarProjl blinn3 a Focus EA Son Wee mesh sbc08J2 CHAR_T ERRAMIAN Tessellation Attributes Mesh Component Display gt Mesh Controls gt l Tangent Space Smooth Mesh Displacement Map Render Stats gt mental ray Object Display Node Behavior Extra AMtributes Notes abcOBJZ CHAR TERRANIAN PEDESTRIAM D4Shape Select Load Alttibubez Cope Tab feo paal tal jal Wh ae oi rol Mo Anim La ww No Char acter Set AE Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details File Edt Modify Create Display Window Assets Select Mesh Edit Mesh Proxy Normals Color Create Ls Edt U s Help Aww RAMS 4290 RL Panel Me e SEE ceti Cur ver Surfaces Polygons subiva E Def mni Dynamics FX a Toon Muscle Fluids Fur Har ipt mem gt LI ein List Selected Focus Attributes Show Help Unwrella ort M l S5cOBJZCHAR TERRANIAN PEDESTRIAN DAShape pobPianaeProf blinn3 II me 70 lll x mo mesh sbc08J2CHAR_TERRANIAN Tessellation Attributes d a pe Mesh Component Display Introduction n _ AO Mesh Controls rr me a we Tangent Space Smooth Mash Content Displacement Map p a Render Stats Defining UV Edges p MT nl mental ray o i a pe n i Object Display in MAYA w A p _ Node Behavior Ex
14. UV Set ATA E sisting mapi 17 New o Unwrella mu Charts 0 Texture Stretch 0 1667 Gutter Padding E Introduction Texture width 1024 eum Texture Height 1024 E I High Quality Defining UV Edges in MAYA Geometrical lan 1 9 0070 Applying E Epsilon 0 001 O G Topological Unwrella Automatic Mode Apply Comparison and bow TTE Advantages C 2009 3d ia GmbH Version 2 00 Unwrella FAQ users manual For this approach we leave the option Keep Borders unchecked Please keep in mind that pressing Apply in the floating Unwrella window always creates an additional Node in the object s graph even if another Unwrella node already exists If you instead want to edit an already existing node use the attribute editor for that Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Pie Ed Hody Create Dep Widow Aser o rms Geometry Che Create Defomers Edt Delon Seeon Shin Costan Character Murcia Melp Animations pd i H4 rh i RE n H J T e i E E 7 i m se Rv qu E i ES ER E ER i di wil val gt General Curves Sufacet Popga Subees Deformation brin Dyani Revidenmig Patel B Page Bi Views Select Te
15. YZ Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual E I a Unwrella Unwrap UV Tool Existing map Mew a te E Charts OO E Texture Stretch Gutter Padding 2 E Texture Width 1 U4 E Texture Height 1 024 High Quality Adjacency Method f Geometrical Epsilon oomo t Topological I Apply About Unwrella C 2009 3d i0 GmbH Version 2 00 Unwrella uses a very intuitive and easy to understand GUI There are two variants for the use of Unwrella unwrapping while retaining already defined UV borders Keep Borders option checked completely automatic unwrap Keep Borders unchecked Unwrella will seperate the mesh completely on its own The Texture Stretch setting is a key option It determines if Unwrella creates a minimal number of UV parts or if it is allowed to create a higher number of charts that have reduced stretching We recommend you experiment with this value to achieve the results that best suit your required workflow low stretch for texture baking higher stretch for manual texture painting Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details PS 17 Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unw
16. a o dl xi fi Bu L an l 24 00 jas Ox wee Node Laser F Mo Character Set o 7 MEL B Select Took pelect an obec We will now check how a texture map on the mesh will look like with our generated UV map Assign a material to the mesh Setup the Checker material and set the Repeat UV value to 32 32 Display the map in the viewport You can see that pixels are evenly sized all over the surface and that there are no ugly texture stretches This UV Map was created in just a few seconds and it is now ideal to be used for texture baking Zbrush detailing and even texture painting Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details AB 4 Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual view Shading Lighting Show Renderer Panels a ciel Goo Svea ea a oe List Selected Focus Attributes Show Help CHAR TERRANIAN PEDESTRIAN D4Shapel unwrella_nodel lambent2 gt Focus lambert lambert2 T Presets Hide FRONT ia M d Material Sample Diffuse 0 800 AI I Translucence E Translucence Depth 0500 r Translucence Focus 0 500 m gt Special Effects I Matte Opacity Raytrace Options n Vector Henderer Control mental ray H
17. a plug in it achieves the following quality benchmarks efficiently Textures with reduced texture mapping seams Minimizes the surface stretching Creates automatically the largest possible UV chunks with maximal use of available space Preserves user created UV borders Reduces the production time from 30 minutes and more to less than 3 Minutes Please follow these steps and learn how to utilize this great tool in order to achieve the best results in minimal time for your daily workflow best regards Igor Posavec and the team at 3d io com Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details gt IF Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Content In order to follow this tutorial we would like to encourge you to download the tutorial material from our site The tutorial material consists of ava SE adii s fee mem n YZ 5 ai Unwrella Plugin for Maya Tutorial Scenes Download the plugin from Download the tutorial scenes from http www unwrella com download http www unwrella com files unwrell 15 MB a_maya_tutorial zip Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details PDF Tutorial T
18. al mage Terk LN Sete Hole Sos 5 2A pid fl DX cde Sale 9 BL lIe MMM a ER Q ko DE De O C Et Seleched Focus Attributer Show Hep CHAR_TERAANIEN _PEDESTRIBA_GiShapel umasa padel ban al LEI Focut m Porscli Hide ae TI Trarmlucence 000 SI Trarsslucenesm Dess gg I Tresalucence Poca ue e t Special Electr Malin pacily Raptrace Options Wacha Render Control Haia Alpha Gan 1 0080 Extra Altiibules Hotes binni a mais Load Arindit Coe Tah al E i T To ie da fa be ri rmi Ls nha 2a 00 48 00 e Mo ire Lover we No Character Set e nn c Vere ne E E Select Took elect an obiecit Unwrella unwraps everything and packs the UV map while creating all the required borders Since Unwrella is not confined by specific borders the results of this method have even less texture stretch and utilize more of the available texture space While this approach is less suitable for manual painting it creates unwraps that are perfect for texture baking and require no manual work at all Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details o 17 Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Comp
19. arison of different UV methods and Advantages of using Unwrella in Production Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details we Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Comparison ZBrush3 lt gt Unwrella UVs Pixel space wasting comparison a How much 1 Pixel costs a fa n ZBrush AUV UVMap Optimized UV Space usage amp stretch free unwapping The following pages illustrate Unwrella s major advantages compared to manual UV mapping and other automated solutions Unwrella s stretch free UV maps offer superb quality for texture baking of Zbrush meshes when compared to Zbrush native UV generation While Zbrush uses the same pixel amount for each polygon Unwrella uses true surface proportional unwrapping Unwrapping the mesh in Maya with Unwrella and detailing it in Zbrush lets you achive significantly sharper and better results Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details e Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Viana Low Poly Model with manual peftino visib
20. cter Mure Heb cla T P ig E j aH E tp a Eu i Fes SA n HM n EX a and mod Th LLLA L ee ARRE RE General Curves Sufacet Polpgora Guberti Deformation nation Dyami Rendang PartEtects Toon Huns AAA RI 29 Ne EXC am So ve 27 2X Xa EH le ER Ha H Pobre Sabi View Salati Tool Drum Texbanes Liv Sete Help E 36 d o 3ED Alhi Unwrella SEI foe MIC I NS un ji HNC FRI UV Set v E T na Wan A Is of Bhape CHA TEARAMIA AY E ui bi iet per Eur 2 EI Eiig map Mea Chats 0 Teden Daioh lo 2 P db BS Introduction e i Pm Content zb FF High Chasity E 9 M Ez Weep Budai Defining UV Edges E THD au i erm in MAYA Bo mL D Egallon DOM 0 Applying Unwrella Lirasnadlly res a Ci 2008 dio mbi Unwrella zE C 2008 Io Goth Automatic Mode Comparison and Advantages Unwrella FAQ ro eee Week MER DAWN X users manual RESI B la i le el x 5i ES wr Ho haaha Set de z e __ _ _ ion ion MEL Select Too pelect an obsect After pressing Apply Unwrella will do all the necessary work for you Within seconds the complete UV map is parted unwrapped optimized and optimally packed Open the UV Texture Editor to see the result Your UV map is finished Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All right
21. e the hands into a top and bottom part and slice the arm along the side This way you can split the whole arm into just 3 UV Parts that can be easily unwrapped and textured later Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details gt P 12 Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual IS Edt Modify Create Display Window Assets Select Mesh Edit Mesh Proxy Normal Color Create Us EdtUtis Help Pose igemjit Ra 7 0 dae 9 vf zl ate RMUEESE Surfaces a tl TAPA T TOP Muscle Fruide Fu Has bath Un List grrr Focus eres Shor pg abe0BJ2 CHAR_TERRANIAN_PEDESTRIAN_04Shape polyMapCut poit 4 gi el mesh sbc08J CHAR_TERRANIAN n I Tessellation Attributes Mesh Component Display Mesh Controls Tangent Space Smooth Mesh Displacement Hap Render Stats mental ray Object Display Mode Behavior Extra Attributes Notes abc BJ2 CHAR TERHANIAN PEDESTRIAN _04Shape Select Load Attributes Copy Tab 2 24 oo des da fea de d rio IB 93 ww NoAnin Layer No Character Set e 7 CT RB It is very useful to create of UV parts by focusing on cylindrical and planar shapes unwrapping always has the best results if you for example divide the arm from t
22. elvis Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual The image above shows how to optimally seperate the whole mesh into approximately 10 main UV parts arms hands torso legs and feet With this you have finished the basic UV parting and in the next step we will utilize Unwrella to unwrap and pack the created texture areas within a minute while achieving a quality that would otherwise require a lot of tedious manual labor Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details e4 YF Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Applying Unwrella Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details A LZ Gea a RRS 42m OT aBi VQe tC aa ts ICE E E IREE y zalo General Curves Sufacet E LAE e Mo Ms es BL M Br rile Custom ZA Unwrella Ti Lic cit l a Hi A sacd fons trates ow et Si UV Texture Editor Eg Pehegons Subdi View Select Teal Image Textures UN Sets Help
23. he field new a UV set with that name will be created and used to store the unwrap result Number of charts The maximum number of charts to partition the mesh into This is subject to desired stretch Use 0 to parametrize solely based on stretch Texture stretch The amount of stretching allowed O means no stretching is allowed 1 means any amount of stretching can be used Gutter padding Width between charts in the texture scaled by width If a gutter of 2 5 is used on a 512x512 texture then the minimum distance between two charts is 2 5 512 0 texels Texture Width Texture width Texture Height Texture height High Quality Use high quality mode This will consume more space in RAM and take longer but will produce more accurate results Less stretch charts packed tighter t Keep Borders If checked all UV borders that already exist on the mesh in the currently active UV set will be kept while unwrapping This results in unwrapping results that are more conformant with certain workflows i e manual texture painting Please see the chapter about manually placed borders for further information Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual UY Set E
24. he hand on the hand joint and on the shoulder and then slice it along the bottom side This results in a single UV segment for the arm and it can be unwrapped into a uniform flat UV surface that is easy to paint on Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Edt Modify Create Displey Window Assets Select Mesh Edit Mesh Proxy Normas Color Create Us Edit U s Help m Pobgons 3 em m im Oy I E ATA RSA si x zl AB l General Curves Surfaces Polygons TIA T Muscle Fluds Fur im nCloth um I List gore Focus eae e Te E Unwrella D abcDBJ2 CHAR TERRANIAN PEDESTRIAN O45hape polpMapCul3 pay UTE ace 205 2056 j E Focus TEL ITTO ACK mesh sbc0842 CHAR_TERRANIAN d NL I Hide a m Tessellation Attributes CA Mesh Component Display Introduction al Mesh Controls A Tangent Space Smooth Mesh Content pa ME Displacement Map 4 Defining UV Edges in MAYA EN Applying Unwrella ba Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Load Attribute C Lopy iTab 1 00 j44 fa a lt p ep ri vi ao AB 00 ur No Anm Lauer ur No Chess ache Set oe We will now seperate the main body into 3 UV parts Draw UV borders along the back of the skirt and two UV border lines from the lower parts of the arms down to the p
25. he tutorial you are currently reading http www unwrella com files unwrella maya tutorial pdf A Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Defining UV Edges in Maya if you are familiar with creating UV edges in MAYA you may skip this part and godirectlytothe Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Pie G Modfy Create Dep Windy disc dite Geometry Cache Crese Deimas Edt Delos Skeleton Shin Conr Character Murcia Hep e Raa RMRS Leer or OHR GEtS O a BiG o E Gererd Cures Sufaces Polgera Subekes Deformation Aretina Dyess T Muscle Fluss Fur Haw roth Custom l69 98640o729 9v v9sSi cx 16 7E ae Wee Thain Lighhing Show Renderer Fiske i Let Seecbed Focur riie Show Heb J N E sette sl cloth urewepced CHAR TE L _ i clo unssapped CHAR TERPFUAKLAN PEDESTRIAN D45hape bine i Derenllaticn Abtributet Meth Component Dsrplas b Meth Controls H Tangent Space MN Prod AN at A Extra Attributes RZ da a Ja o dl xi 5j poe 5H 6 Cl
26. ing Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Edt Modify Create Display Window Assets Select Mesh Edit Mesh Proxy Normals Color Create Us Edit Uf s Help Poo gemj5 tmi Leese OO e f zl ER da General Curves Surfaces Polygons Subdres Deformation Animation Dynamics Rendering PainiEifects Toon Muscle Fluids Fur Has nCloth Custom 098420089 tte LOO PPS ATESEE ME er eek Show Renderer Panels gn List Selected Fons ns Shoe mem abcDBJ2 CHAR TERRANIAN PEDESTRIAN O45hspe poyMapCutt poyra amp Focus mesh sbc08J2 CHAR TERRANIAN Hide Tessellation Attributes Mesh Component Display Mesh Controls Tangent Space Smooth Mesh Displacement Map Render Stats mental ray Object Display Node Behavior gt l Extra Attributes n n gt gt Hn n LI I r Notes abcDOBJ2 CHAR TERRANIAN PEDESTRIAN 4Shape Select Load Attributes Cope Tab ia i ia ja lt b gt ri i Ims 48 00 ur No Anim Layer ur Mo Char acta Set om Gi Gal Setting higher values for the texture border display can make the work easier and lets you better recognize in the viewport which edges are normal and which are UV texture borders Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Aw y U
27. le seams seams placed by hand Low Poly Model with Unwrella auto generated seams J Typical use Optimizing normal maps for realtime game content Using Unwrella s abilities to create stretch free UV maps with uniform pixel distribution you are for the first time able to unwrap your models in Maya specifically optimized for realtime content The size differences of manually unwrapped meshes tend to create visible seams on the surface due to inconsistent stretching and uneven pixel distribution With Unwrella those seams will be significantly reduced in realtime environments since evenly distributed pixel sizes and patters cause no visual disruptions of the rendered surface Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details V Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode LY 4 Unwrella Comparison and I Advantages d T Unwrella FAQ users manual Time Saving Time is money and we all know how long it takes to properly unwrap large and complex meshes Now imagine that you can select them press Apply Unwrella and they get automatically unwrapped with optimally calculated UV maps ready for your production Since the parameterization is entirely automatic the time usually spent by artists to manually unwrap an object is drastically reduced It
28. nwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual File Edt fodfy Create Display Window Assets Select hesh Edt Mesh Proxy Normals Color Create Lis Edt U s Help Pee 7l HS RRR a 05s General Curves Surfaces Polvgoris Subdres Deformation Animation Dynamics Rendenng Paini ilects Toon 1 Musc de Fluids T Fu Hae n loth Cu aisi d fet UPewnapo PP Ve ary TSH Mpeg 3nadn Lightin Show Renderer Panels 2 SE 1 List Selected Focus Attributes Show Heb abcOBJ2 CHAR_TERRANIAN_PEDESTRIAN_04Shape polMapCut EE EEE EE EEE eee Focus h sbcOBJZCHAR TERRAHIAN Tessellation Attributes Mesh Component Display Mesh Controls i Tangent Space Smooth Mesh Displacement Map t Render Stats k mental ray Object Display Node Behavior Extra Attributes Notes abcOBJ2 CHAR TERRANIAN PEDESTRIAN MShape Select Load Altribulez Copy Tab m Es s no ta ja i rl ri vi 11 00 24 00 48 on ww No Anim Layer ww Ho Chatter Sat Bos regga G Using this workflow continue creating UV texture borders to separate the most important mesh parts Try always to follow the natural edge flow and to create sets of UV areas that can later be logicaly unwrapped into UV parts Usually artists separate the hands from the arms divid
29. ode Behavior l Hardware Shading Hardware Texturing Textured channel Calor Texture resolution Highest 256x256 Texture Filter Use Global Settings Material Alpha Gain 1 000 gt Extra Attributes PEE Im i B ame Notes lambert Select Load Attributes Copy Tab Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details e 17 Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Applying Unwrella Automatic Unwrapping Mode Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Pie Ed Modfy Create Deps Widow Aser Aime Geometry Che Creme Deene Edt Delon Sheleton Shim Costan Character Murcia Malp Seraph Tj2M RY RRR MEO de Ci aa img amp te z General Curves Surfaces Polpgora Subees Deformation Animate Dyearecs Fiendesing PaeiEBects Toon Muscle Fisse Fur Har Ci Custom T LI Oe 8d 5029d9DFLESCKITN4IB4F Unwrella Gg m x I aon MG m Sekcbed Focus Attribute Show Hep i n 7 E ats0BJ2 CHAR TERFAMIAN PEDESTRIAN Shape bini LIE MI ER UL rus MEINT II amp ge UV Set din WE Fon i
30. on Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual 3D 10 Games amp Video Production GmbH Address Riidesheimer Strasse 9 65197 Wiesbaden GERMANY Company Homepage 2 5 3 4i 3d Plugin Homepage 25262 04i n tel 49 611 504 626 2 0 fax 49 611 504 626 2 100 contact info 3d io com Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details
31. rella Automatic Mode Comparison and Advantages Unwrella FAQ users manual em J mere lla a Wrang LIV aliil Jnwrella Unwrap UY Tool EI Uv Set Existing mapi Men Pe T x Lharts H har zl Texture Stretch 0 2 5 i Gutter Padding E Texture width W024 0 Texture Height W024 00 wj High Quality jacency Method i Geometrical Epsilon oomo I Topological 5 et About Unwrella C 2009 3d io GmbH Version 2 00 For this tutorial and to familiarize you with some basic Unwrella parameters we will use the following setup 1 Set Texture Stretch value to 0 2 This will allow Unwrella to be more tolerant to stretched textures resulting in less UV charts If the value is too low Unwrella might have to create additional borders by itself because the existing borders are not enough 2 Change the texture size to something more usual for game characters 1024 1024 3 Check High Quality This Value will force Unwrella to be more precise about UV packing requiring a bit more memory and time 4 Check Keep Borders Since we already predefined the borders we want to keep them for now 5 Press APPLY Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details Fie Edt Mody Create Depis Window Assebr Animate Geometry Cache Crese Defne Edit Defommers Skeleton Skin Constran Chara
32. rmer Edt before o Skeleton Shin Corstrain Character Mide Help Arena Traret omation Tool k Ei Fes 28 E9 Q Uu B g Na ML in wi ao Ta i E ap 5 HT viti x v z Repst Traraformatione Ha roth Como yi B Erap Align Obechs E pem Aby Tool Snap Together Tool Let Selstad Focur dittributer Show Mel Unwrella gl a Seded fonus Atrios dew Me i DE Sees aa al cloth uresapped CHAA_TERFANIAN PEDESTRIAN Shape tiri alefi I Habe Live E 9 3l Carter Brest E Focut I Ez Profi Harc Horner pu i i clt unvwapped CHAR TE Fl id Ssang sno Replace Rame Em i s oree dud Aetrbuke Pw Edit Alrite a Delete Aptribute 1c Convert P Meth Contioli H Replace Objets i Introduction A D Tengen Space Pat Scripts Tool Smooth Mesh E 1 Park arbata Tool ant Map Content A f Render Stat Defining UV Edges in MAYA a x Applying Unwrella Unwrella Automatic Mode ep tls E En Comparison and Advantages Unwrella FAQ 1 ERSS iu I PET Load Arb Copy Tab users manual i ae Se e qp Ege qn I i ix i CE CICC up Mo Anm Lager LI p hasch Set To create a high quality texture map of your model with minimal manual effort just follow these simple steps Go to the Modify bar and select the Unwrella tool from the pulldown menu Unwrella UV mapping tutorial Copyright
33. s reserved Please visit http www unwrella com for more details c Unwrella Il Introduction Content Defining UV Edges in MAYA Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ users manual Pie GR Hodiy Create Dep Widow Aser Aime Geometry Che Create Deena Edt Delon Seleton Shim Costan Character Murcia Malp e em thi MPS LOM ee OC OR ESE Oe ix E me el ia F CA UV Texture Editer Pobgora Subd Views Saeg Tool mae Terhueep UM ett Hob SSR RB Ai MW 00079 IX SI e FRE General Curves Surfaces Polpgora Subekes Deformation Arimaan Does Fiendesing PaerEBects Toon a T 1 O Let Sesta Pocus dittrbtar Shaw Hep a checker piace2iTeduni placet extet piace dT eugi pm Ao amp e ur T Po 8 E N elia j PT a a Cm n Zs slt Y ard LORI oat t eg B 91 2d Texture Placement Attributes interactive Placement Coverage 1 000 1 000 a Tramalate Faaa 0 000 n oon al Probate Frame 0 000 1 Mel Mina he fran Li fa Wep Shape Bees LA 12 000 x20 Diset 0 000 0 000 Robots U a Don ra Hope LI a DOO lo DOO D Fot 4 bs 9 28 up 8 57 z I EE NN na a 1 2 i B m ms m ma a Hode Behavior Extra Attributes Reese SS RE al i nni am Lm m um Motes place2dI extuiel se Sali Ltd Altri Care Tab ni 1 00 da da l
34. tra Alliibules Applying Unwrella Unwrella Automatic Mode Comparison and Advantages Unwrella FAQ _Notes _abcOBJ2 CHAR_TERRANIAN_PEDESTRIAN Shape users manual Select Load Attributes Copy Tab RS run fo paa tal jal l ae oi rol j DL 48 00 wr Mo Anim Laver ur Mo Char acter Set 0 Gi A RI The To Edge Loop action has created an automatic loop selection of the edges along the hand joint This way you are able to quickly make connected edge selections along the larger areas of the mesh without selecting each edge seperately This selection is still no UV texture border In the next step we will turn this edge selection into working UV borders Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details eT ne Lie subi ni p o a ia Geneva Curves Surfaces Polygons Subdive Deli mation sci RES Rendering Toon ie Fluids Fur Hae nCloth Custom Lamm REM E EE gt iy k im EE Ust Seeded peer reggere Unwrella LS ele St lol Emi LL l E 19M abcOBJ2 CHAR_TERRANIAN PEDESTRIAN D4Shape polpPlanarProjl binna vk 3977 i E 2056 mi zi 3rro ot un M EM 7 mesh sbcOBJ2 CHAR TERRANIAN Lb T _ sit p n LA Ad Tessellation Attributes esi TE Mesh Component Display A Ba l Shad L Show Renda Panels BI Introduction 1 Me E a ERI sii RR cod Mesh Controls a
35. xisting map Mew PO Charts oc E Texture Stretch a Gutter Padding E E Texture Width 240 c EJ High Quality Keep Borders Adjacency Hethod Geometrical Epsilon 0 0010 E To pological About Urwrella C 2009 3d i0 GmbH Version 2 00 x Adjacency Method Geometrical Vertices will be welded before the unwrapping if they are within Epsilon distance of each other This means that small cracks in the object s mesh will be unwrapped properly Epsilon See above This value is used only when Geometric is enabled Topological Objects will be unwrapped based on the topological adjacency implicitly contained in the mesh faces inter connectivity Cracks in the mesh will split the charts which means there will be more of them If the cracks are intentionally made then select this option to split the UV charts accordingly Apply Unwrap the UV map This creates a new modifier node for each selected mesh calculates the new UV data and writes it into the selected or new generated UV Set Using this button multiple times will add multiple Unwrella nodes to a mesh not edit the parameters of already erxisting nodes If you want to change your settings after applying Unwrella use Maya s attribute editor instead Unwrella UV mapping tutorial Copyright 3d io GmbH 2009 All rights reserved Please visit http www unwrella com for more details e 17 Unwrella Il Introducti
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