TAILIEUCHUNG - Advanced Maya Texturing and Lighting- P11

Advanced Maya Texturing and Lighting- P11: I should stress that I am self-taught. In 1994, I sat down at a spare seat of Alias PowerAnimator and started hacking away. After several years and various trials by fire, 3D became a livelihood, a love, and an obsession. Along the way, I was fortunate enough to work with many talented artists at Buena Vista Visual Effects and Pacific Data Images. In 2000, I switched from PowerAnimator to Maya and have since logged tens of thousands of hours with the subject of this book | Figure Testing polygon UVs with a Checker texture NoRMAl iziNg UVS Choosing Polygons Normalize in the UV Texture Editor fits the entire surface or selected points edges or faces into the full UV texture space. This ensures that a higher percentage of the UV texture space is utilized. One inherent danger of the Normalize tool is the tool s inability to compensate for stranded points. Stranding is an artifact of the Cylindrical Mapping and Spherical Mapping tools see Figure . If points are stranded it s best to manually move them back to the main shell before applying Normalize. 279 Figure Left Stranded UV points Right Same points after choosing Normalize PREPARING UV TEXTURE SPACE RelAxiNg UVS Choosing Polygons Relax in the UV Texture Editor spreads out overlapping and or high-density clusters of selected UV points. For example in Figure a polygon ear has the Relax tool with default settings applied to it multiple times. Parts of the model that were once overlapping are flattened out. 280 CHAPTER 9 IMPROVING TEXTURES THROUGH CUSTOM UVS MAPS AND SLIDERS Original UV layout Relax applied 1 time Relax applied 6 times Figure A polygon ear before and after applications of the Relax tool The following options can improve the quality of the relaxation Edge Weights If set to World Space Edge Weights attempts to maintain the original world space angles between faces. If left on Uniform Edge Weights attempts to make all the edges the same length. Uniform produces a more drastic relaxation than World Space. Pin UVs and Pin UV Border If Pin UVs is checked Pin Selected UVs and Pin Unselected UVs options become available. If Pin Selected UVs is then checked selected UV points will stay in place and unselected UV points will move as they are relaxed. If Pin Unselected UVs is checked instead the opposite occurs. If Pin UV Border is checked the outer edges of the UV shell will remain fixed while the rest of the UV points will move. You can check both Pin UVs

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