Hello im using maya 8.5
Everything im making has to have 3 UV sets and I seem to have figured this out generally. but do you typically line up textures to UV sets using the relationship editor?
my workflow is like this right now, but this is my 4th day using the app. A quick read by the Maya users would be a great help
F8 - into "sub-object"
F11 - into face selection
Choose faces
UV > Planar mapping / cylindrical ect.
Then manipulate in the UVeditor.
What im wondering is why I cant manipulate or even see the UV gizmo? when I use the Planar mapping small square edit menu its very basic and I cant see any gizmo options.
Oh also, im finding that the aspect of the mapping is being formed to the 0-1 square making it completely off aspect. Max had a toggle for this (normalize map), im sure maya does too, not sure where it is.
Replies
http://www.highend3d.com/maya/downloads/mel_scripts/texturing/
I can only imagine that maya is very rough on the UV side just like it is/was with modeling
Its completly ass backwords, but thats how maya does it.
Im looking for the planar mapping gizmo in my scene against the geo im currently mapping.. I want to align, rotate ect, a mapping gizmo when i planar map. Maya is just doing all this right now without showing me the f'in gizmo so im manually scaling / moving the verts in UV editor to get the scale correct...
OR, could i do all this in max and export it over to Maya? the work has to end up in Maya, but does anyone know if i can export on .obj from Max with 3 x UV sets (per textured object) and have those sets appear in tact in maya? haha wishful thinking?
As for importing from max, obj isnt going to let you have 3 uv sets. you could import 3 copies of the model with the different uvs and merge them into 3 uv sets directly in maya. Alternativly you could use fbx format which should handle the conversion directly.
Ya, I actually installed the FBX plugin for max - but from when I tried it the UV's didnt come over complete. perhaps I didnt experiment properly; im just learning -If you say it does work I must be doing it wrong... ill try again. The file had a lot of information however, including a skeleton, skin weights ect. perhaps I will further explore this, from what i read on autodesk site FBX should transfer pretty much everything.
Does Maya have something such as this? Ive used the Move and Sew option however i found that it scales and adjusts both shells which is totally undesirable.
Thanks a lot for taking the time - I just went through your folio! nice work man, but from what i see most your work was made with 3DsMax? You have much knowledge in Maya as well, so I guess i want to ask why Max then? Ive found Maya a bit more hard interface-wise but in all it seems to have a lot of options that Max needs a script to accomplish... im probably just Maya-happy since someone actually wants me to do something with it though... and I have to learn it :P
history is on or off?
history was deleted/frozen?
history node ( the projection node in this case ) isn't selected?
there is history... it's selected... then is the show manipulator tool selected? ( history's manipulator )
repeat the same for...
why can't I see transform component gizmo?
why can't I see the polygon input gizmo?
etc etc...
( also history in the example 1 "history must be on" isn't entirely correct.
instead "history must have been on to create the node" )
Also a lot of tools/actions in maya have a "optionbox" a small box next to it in the menu. This will bring up additional settings. Like "keep aspect ratio" for the planar mapping.
As for Max vs Maya (the eternal debate), I've augmented max with a ton of scripts over the years, but I'm so used to them most seem more like an extension of the base program to me more so then extensions. I'm also a fan of the modifier system and the non-destructive workflow options it provides. the autobackup system has also saved me more then a few times. But the one thing that really keeps me from using maya as much as max is its pivot system. Max is very robust in this area but maya has a ways to go yet before it'll catch up.
@ivars - thanks for catching that, I totally missed that retain scale box in the mapping options cube! boh! thanks!
@ polyhertz - Ya, actually I dont miss the modifier stack, I never actually learned to use the stack properly tho... Im a collapse-a-holic, out of fear!. I found that unless I collapsed constantly id get unwanted results with a lot of modifiers. So im kinda ok without that - though Ive seen videos of people pluggin mods in like half-way down the stack and moving modifers around the stack, it always made me cringe. Im not that well versed with max's mod stack to do those kinds of things without destruction and unstability.