Hey guys! long time since i've posted here, got a question for you all, Currently managed to get a job at a new studio! and they didn't like the fact I used blender (more preferred me to use maya) so i've been using maya now for about a month, (not really allowed to setup hotkeys etc) i've set up a few hotkeys just to make it quicker for me to model, and i've been allowed to keep them, but one thing I've now came across is UV's in maya is HORRIBLE! absolutely shocking!! in blender it'd be pretty easy to just 'Mark Seams' and then select all my mesh and select 'Unwrap' which would unwrap the whole mesh based on the UV seams, Really nifty tool, and not only that but it's pretty good at editing UV's to fix any issues with curved edges on a straight edged object Etc...
My question here is i've slowly after painful hours figured out how maya unwraps etc, but its still a pain in the arse to remember... how do you guys unwrap etc? is it a big issue for you or is it ok? are there any plugins that'd replicated blender's unwrap tools in maya?
Replies
Mark Seams = Cut Seams
Unwrap command = Unfold command
Also, why just just unwrap in blender and bring it back into Maya. No one will be the wiser.
Nightshade UV is a great addition too many features to mention, check that out if they'll allow it where you work. One of my favorites from this will straighten shells, like if you have a ring but need a strip.
I typically work on mechanical/hard surface models, and find it easiest to do an automatic projection and stitch edges afterward. I also use the legacy unfold options often for the vertical/horizontal unwraps- Maya has a bad tendency to skew and angle the hell out of something that should be straight and would unwrap straight but doesn't for whatever reason.
I did try Bonus tools but I felt there was not enough documentation on it to do any good! Sorry for late reply guys, busy commutes haha!
Based on many programmers I know all they have something in common . A lack of elegance and simplicity and in their thinking . While artists are generally being told to think and see from simple terms to more complex ones, programmers do it other way around imo. Kind of deduction vs induction.
Thus we get all those "pro" soft which is nothing more than a huge, crazy, pile of features, cryptically interconnected into a Gordian knot, people spend years to unwind. While in ideal world it should be same simple and efficient as brush, palette and paint tubes . Only with extra ways to go deeper and replace each brush hair when necessary.
All software has it's quirks, but Maya UV tools are easy to pick up. Select edge loops you want, insert uv cut, unfold. Similar to Blender, select edges you want the seams it, mark seams, unwrap.
here is a tutorial for unwrapping in Maya 2015
https://www.youtube.com/watch?v=cBdxW6hrDDc
Blender also has very same symptoms but still is a step in right direction. I bet it's because of natural selection an open source tool has to come through before introducing something new and not just someone idea of what would be good for everyone and "flexible"
Viewport updates in real time if you use Cycles node network to drop and connect textures.
I've found some OK ways to make do with what I have and I will try and post some videos and sheets of how moving from blender to maya doesn't have to be scary if you know what to look for