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Maya UV scaling tiling gap / offset problem

polycounter lvl 8
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retmia polycounter lvl 8
Hello there polycounters !

I'm trying to get a better UV tiling on my environments ... but I just can't manage to scale UVs to perfection, it ends up with a very annoying tiny tiny gap, an offset that is getting worst and worst over the model the more the mesh repeats :/
The picture explains the problem in detail :

m9P7VFF.png

How do you guys do to solve that ? There must be some way ! :)

Replies

  • Zarakun
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    Zarakun polycounter lvl 7
    Just a suggestion, I just tried that right now and it seems to work. Snap your UV shell as you did then snap the scale pivot at 0,0. Make sure it fills the 0,1 space (in the U or the V axis depending on the initial ratio of your map) and make sure the last row or line is snapped to the grid (D+X+middle mouse to snap the pivot to vertex and then c to snap the selection to the grid). Then once the scale tool is snapped to the origin with your blue knob selected type the scale factor you want in the X field above your shelves and it should repeat perfectly. I tried with absolute transform selected and it worked.

    Be sure to have your UVs window active before you enter the value or the mesh will be scaled up instead of the UV
  • retmia
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    retmia polycounter lvl 8
    Hello Zarakun,

    Thank you for the tips, I haven't 100% respected what you said, because I really only wanted to scale everything and not move a point or a row separately, but you gave me the ideas and the solutions to get the alignments I wanted ! that's how I did :

    - Select the Shell
    - (use automatic mapping to be sure to get the right aspect ratio (maybe there is another way?))
    - Normalize it (with preserve aspect ratio)
    - Snap the shell corner to the corner of the uv grid
    - Convert the shell selection to UVs selection
    - Snap the scale pivot to the previously snapped corners
    - Use the X absolute value on top of Maya with some cross product math to scale everything to perfection !
    - Job's Done ! :)

    Thank you very much for the tips ! :)
  • Zarakun
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    Zarakun polycounter lvl 7
    You're welcome, glad I could help even a little. :)
  • Jeff
    Just to mention that's also what "Layout UVs" options are made for.
    Precise to the most and no snapping of any kind needed.

    - Select all of your UVs

    - Layout UVs option box :
    Single object
    Prescale:none
    ShellLayout:none >> disables spacing value
    ScaleMode:uniform
    Stacking:shape
    Rotate:none

    - Re-select UVs (resets centered pivot)

    - Edit Mesh/Transform component and set values within "channel box"
    Pivot U/V >> 0
    Scale U/V >> desired tiling value

    Hopes this helps too :)
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