Hello,
I am still new to Maya and I have a question regarding UV's. Pardon my lack of proper language since I am still learning.
So basically when you UV, the checkered squares show you how the texture will look. You do this so it won't look disorted. Now, in Maya 2015, there is a new feature(in the texture editor) called Display UV disortion.
When I UV, the checkered squares look fine, but then I look at the UV disortion and there are some issues(pinching textures ect). To get rid of them you need to move the UV points so the UV faces become as white as possible(not so much red or blue). When I do this, the distortion looks right in the UV texture editor, but the checkered pattern starts to disort.
What would be considered more important? To keep the checkered pattern correct? Or to make sure there are minimal to no distortions on the UV texture editor? This is for a low poly character, so it's important that the UV's look decent for texture. I keep trying, but you can't do one without messing up the other.
I could be a noob and am not able to master both yet(that comes with practice), but if I had to pick one for now which one would you guys recommend?
Thanks!
Replies
But, a combination of both methods will also work fine, as long as you don't have to do a whole lot of extra work for something that shouldn't need to take you that amount of time and gets you the best result possible.
Hope this helps a bit, these are my personal opinions tho, do keep that in mind
-Danny
http://wiki.polycount.com/wiki/Texture_Coordinates#UV_Tutorials