Wednesday, 2 December 2015

Telling Tales: UV Fix

Although I was going to wait until I had animated my character, I managed to catch Mat in the morning and discuss what I should about my UV mapping problem. After explaining everything that had gone wrong he suggested that I attempt to unwrap my model 'old school' style and use the legacy unfold rather than the 3D unfold.

Using Legacy unfold

Although this took a very long time, it worked and meant that I could unwrap my UV map as well as animate my character without the all the fuss I was having before. I managed to do this with little trouble until I reaches the more complex parts of the body, such as the head and the horns, but I feel that I managed to bounce back and catch up with my partner in time to begin animating in the same week.

Complete UV Map 

This problem occurred because Maya 2015 has a problem with 3D unfold once the mesh has already been bound to the rig. In order to avoid this in the future, I will remember to UV map my model and unwrap it before I move on to binding everything, this way I will save a lot of time and hassle.

Once I had fixed this problem, I realised that my character didn't have pupils and when I came to put a ramp shader on them, my eyes, for some unknown reason, were back to front and I couldn't turn them around. At this point I was tired of building my model and just wanted to move on, so I decided that I'd fix this in post, as it is a simple enough fix. 

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