i have problems figuring out how to unwrap my models mainly do i keep it to one or multiple uv maps. i would like some advice on this matter
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For multiple maps vs single maps - that depends on how you're using it. If you're doing a game-res model, the habit I've gotten into is one map for the head, one for the body. I created a tutorial to help my students learn to unwrap in Maya, hopefully you'll find it helpful: - http://methodj.com/maya-uv-unwrapping-tutorial/
I think maya's tools for unwrapping are quite harsh to learn at first but don't get discouraged you'll soon get used to it : it looks more difficult than it actually is.
Most people I know (myself included) rely on some external tool or plugin at least to get the basic unfold done. One of the most used is called "Unfold" but it's not free, personally I use RoadKill which is totally free and is nearly as good, and is better integrated in maya and more simple to use.
It's very very easy to get used to it and has a one-button maya -> send to roadkill -> do what you have to -> close roadkill window and voila, you're back in maya with updated UVs without reimporting.
One very nice feature it has too is you can visualize distortion with like a "heat map", like red=heavy distortion and blue/green=ok.
There are tutorial movies on the webpage.
For characters, I think too that one of the best options available stays UVMaster zBrush plugin, but that's another story and it may be better if you learn doing the classic way first.
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http://wiki.polycount.com/CategoryTopology
Most people I know (myself included) rely on some external tool or plugin at least to get the basic unfold done. One of the most used is called "Unfold" but it's not free, personally I use RoadKill which is totally free and is nearly as good, and is better integrated in maya and more simple to use.
Here's the link : http://www.pullin-shapes.co.uk/page8.htm
It's very very easy to get used to it and has a one-button maya -> send to roadkill -> do what you have to -> close roadkill window and voila, you're back in maya with updated UVs without reimporting.
One very nice feature it has too is you can visualize distortion with like a "heat map", like red=heavy distortion and blue/green=ok.
There are tutorial movies on the webpage.
For characters, I think too that one of the best options available stays UVMaster zBrush plugin, but that's another story and it may be better if you learn doing the classic way first.
Hope it helps