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Maya 2018 Essential Training

Maintain UV scale

From the course: Maya 2018 Essential Training

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  • Course details

    Learn to create high-quality 3D models and animations in Maya 2018. This course covers the core Maya skills—modeling, texturing, rendering, and animation—within a real-world, project-based workflow. The techniques you'll learn here translate equally well to film, motion graphics, game design, and animation.

    First explore the basics of the Maya interface, including selecting and manipulating objects, organizing scenes, and customizing the interface. Next, learn about polygonal modeling, creating and refining meshes, sculpting, and working with NURBS surfaces. Once you understand modeling, discover how to create and apply materials—adding color, texture, and reflectivity to your creations. Then integrate cameras, lighting, and effects into the rendering process, and leverage the new Arnold for Maya renderer. Last but not least, instructor George Maestri show how to add movement and life to your work with Maya's animation tools.

    Instructor

    Skills covered in this course

  • Welcome

    - [Instructor] Let's take a look at one more thing with UV editing, and that's understanding the scale of the texture itself. Now, when you start to create UV maps, you want to make sure that the same material or same image is textured at the same scale throughout the scene. So here I have this simple, kind of a T-shaped pipe, and if we look at this material, it's kind of a metal material, you'll see that it's a lot grainier up here, it's a lot finer down here, and it really doesn't make much sense in terms of scale. And so this does not look very cohesive. So let's select our object and go into the UV Editor and kind of diagnose what's going on. So in the UV Editor, you'll see that we have a bunch of shells here. I've got a shell for the bottom part of this. I've got a shell here for this top part. And as you can see, they're kind of different scales, and they're kind of all over the map. Now, one of the things I like to do when texturing is to make sure that these are the same…

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