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Maya - Fixing UVs

SuperSparkplug
polycounter lvl 9
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SuperSparkplug polycounter lvl 9
Hi there,

Throughout modeling a character I made, I UV Mapped it before mirroring the other half of the mesh. However, I have since moved a few verticies here and there just to better manage the topology and so the UV Map does not precisely matchup with the model. I was putting an experimental texture on the face of the model and I notice slight, but noticable distortions throughout the mesh due to the mismatch between the model and the UV coordinates.

Is there a way to adapt or fix the UVs without me having to completely re-map it again?

Replies

  • jStins
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    jStins interpolator
    Are the shells stacked? If not, you should be able to select the shells and use the Smooth UV tool/Unfold to remove the distortion that was introduced when the geometry changed.

    It'll be a bit more tricky if the shells are stacked.
  • SuperSparkplug
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    SuperSparkplug polycounter lvl 9
    jStins wrote: »
    Are the shells stacked? If not, you should be able to select the shells and use the Smooth UV tool/Unfold to remove the distortion that was introduced when the geometry changed.

    It'll be a bit more tricky if the shells are stacked.

    Yes, the UV shells for both sides are stacked on top of each other to ensure symmetry. Not quite famililar with smooth UV or unfold tools.

    What now?
  • fatihG_
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    fatihG_ polycounter lvl 14
    Delete one half of the model with the fixed UV's and mirror it again.

    If that is not possible, simply move 1 uv shell over by 1 on the X axis or something and unvold both separetly.

    Worst case scenario, you redo the fixes you made to the mesh, and make sure that "preserve UV's" is enabled in the move settings.
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