Maya uv shell problem. How about a pic of your UV layout and .


Maya uv shell problem 192 (so 2px per 1cm) i thought that it was everything going fine, hit set and the UV shells got to the size, but i did a test and put the map size at 2048 with a texel density of 4. The shell is identical to one of the others which is acting perfectly fine. You should be able to type a number in and it will normals the UV shell scales. However when we copied the animation onto the new rig we got this problem where the UVs started moving. 0 #The container for the uv shell Ids shapeFn. If not I delete these UVs and apply an automatic mapping (create UVs) and go again from there. No, thanks. 16px for a 2048 map. I worked in centimeters, so I understood, that texel density for selected UV shell is 25 px/cm. The grid it usually appears in is empty. Scaling small screws to occupy half of the UV space while large sheets of surfaces only take up 10%? (not this obvious, but it does something like this). I did a planar projection from the side, and selected all the edges down the middle of the model to cut the UV, but every time I press "cut" nothing happens. ( in my memory it s in the transform panel) Do a layout with: same packing resolution than the unfold and the same of resolution of texel density. Hmm. However, whether you use this method or the Relax option (Polygons > Relax), it is unlikely that the UV shell will be perfect. Ive attached an image of what this looks like in blender. Turns out every time I straighten my UVs some shells becomes this mess after restart and it cures with using unfold only, but this not an option, cause I need straightened UV How to fix this restart problem? Hi! I can't seem to get the Cut UV tool to work. I think some kind of flexible grouping Welcome to the Autodesk Maya Subreddit. Here are some more detailed repro steps: Make a new scene. I create a new box and for that one, everything is ok in the UV editor. I've attached how the UV looks in Maya and what it looks like when imported into Substance Painter. For the spiral A shell I did the Modify->Unitize method, cutted a edge inside and sewed them together. In my case, the geometry is not merged, the Freeze Transform and Delete History are done, UVs Solved: So I have the folowing problem. I've attached the maya file as well. Because UV is simply not there. Deleting my entire maya config folder, rebooting my PC. Still the same issue. As the title says I have this weird problem where when I import specifically the body of this model into Substance Painter it gets all stretched out and I've never seen anything like this before. If i understand this technique correctly, you can re-use this technique in the same texture using different UV islands. Fruity_Pies. I do a lot of UV mapping for game assets. I will post an Image of the bake and UV Shell tomorrow. I know Mudbox has a check for this, but I can't find an easy command for this in Maya in the interface or in script. I'm working in Maya LT 2017 and this problem only happens to this model/ in this scene. Pinned. I modeled my mesh, made the uvs then mirrored part of it and unwrapped all the uvs again. Maya's UV modify>unitize the selected UV shell, which will make every face take up the whole 0,1 UV tile, all stacked on top of each other in a perfect square. Maya Modeling. getUint (shellsPtr) shells Now the problem is using this data to obtain UV selection again. clkmg. UV Mapped the WHOLE shell. Does anyone know why? SOLUTION (for the original problem, UVs stretch other UVs)in case someone wonders: with the faces to be separated selected I chose "Split UVs" (not Cut UV Edge). I have the same problems in Maya 2015. As far as I remember I believe I only have one UV map per object. Nothing works. I often experience that some UV shells disappears from the UV editor. But now my object does not have any UV's to work with at all. It does a good job. For more information, see Create UV Shells. UV editor shows arrow pointing to the left as red. I cant apply textures on this part correctly. mb file (after spending a lot of time laying out my UVs etc) Maya has been corrupting the UV layout somehow when I save the file as a . So it is not, due to that it would be separate meshes on the different sides of the edge. If it helps the UV shell will always be a perfect right angle alignment to start, but it needs to work on arbitrary models with arbitrary [See the problem here!] Specifially, it's on his nose that's the biggest concern. The problem seems to be a change in the way Maya 2008 handles the Mental Ray Subdivision Approximation. PS: when I first baked it with the automatic straightened shell it looked very wonky, so the manual straightening worked wonders. Spread out your UVs to find all shells that are completely red and select them. While still in Maya, the object's textures/uvs appear as expected in the view port, as well as when the scene is rendered. com Hi, I am trying to UV map a particular model but I need to snap some UVs to other UVs x and/or y cords. Should be there in 2023 too, I will be getting it soon. Hey folks, I have a really strange problem with maya here. I've mapped an object in Maya 2013, and now I'm trying to export it to Maxwell Studio 2. choose the: Delete current So once I unfold my UV, the UV gets really tiny I think? as shown in the video. There's also the case where the overlapped UV shells are not necessarily mirrored so then the problem then becomes "which shell should be used for baking". After that I just grab the UVs in that area and Unfold/Optimise to clean them up. patreon. In the attached image, I straightened the UV, and I want to create a mesh from it. The Plug ins are all checked on and all the other tools work except for the Cut UV tool. Sometimes it won't let you transfer/delete, which means you're So deleting prefs folder fixed the problem, but I have never experienced this problem so I thought I would post it. The problem with that structure it’s that you could do several -----After you've made your cuts go in the UV window use the UV Shell selector and select your cut faces move I will UV shell select a specific shell but every part of the object is affected as well! My unfolding seems to be completely broken and I have no idea how to fix it. 2, then it would be possible What I want to do is this: to make a new UV layout, while preserving the UV shells of the unchanged parts of the model, so I can import the model back to Substance, and keep those areas with the original texture, so I I swear when I've used UV sets in Maya before, I can't see any problem here with Maya 2020. Help I have to do that quite often, because for some reason after some time maya starts unfolding the UV shell everytime I try to move it around, deleting the history solves that, until it happens again.   I remember having asked this before and someone promised a script for this, but here is the problem again: I need something like what TexTools does, namely a plugin for MAYA that makes Smoothing Groups from my UV shells with the click of a button. Sew () Also. Create a plane. In the layout option OK, here’s a question for Maya MEL scripters. I looked for Maya settings in the driver, but I could not find any. It's sure to be something simple like I'm clicking the wrong thing. Check out the maya UV unwrap documentation for a full breakdown of the tools provided in the editor. It now points to the right, just as the original, but the mesh itself is still pointing to the left. The UVs have turned sky/light blue and can not be moved, rotated or scaled. The point snap button does not seem to be working in snapping these UVs to each other. In this case I'll be show Especially for your demo/portfolio work. ️ Overwhelmed with 3d modeling & Topology? Start creating Professional 3d models with my FREE guide:https://www. I have been using maya for quite a while now and this never happened to me. Check the UV checkerboard after this step. I looked this up and some people said holding down v snapped to other uvs but this doesn't seem to work for me. Thanks for the responses! Hi all, I'm trying to cut a model apart for our class. Reply reply Top 2% Rank by size . I tried scaling it but it doesn't come back to normal size? However, I did this process with 3 other identical pieces and had no issue but with that specific piece in the video, is the only one that I am having issues. Any help is appreciated. com/tyleroconnor111I am in school currently so I am Hi, I am writing to ask about a problem I encountered in Maya during the animation stage. In the UV editor window under the "UV Sets" menu, I've tried the "copy UVs to UV set" option, but this only seems to over-write the target UV set with the current UV set, leaving me with, essentially, a copy of the first UV set and the UVs Hi. Offline / Send Message. Self explanatory as the Title says above. Unwrap properly (don't use auto UV) Make sure to have one UV shell for each leg Stack them on top of each other (there is even a "stack shells" button or "stack and orient" in the UV Toolkit, but this won't work if you skip step 1+2) HELLO EVERYONE, I am new to texturing and i am facing problems in getting uniform texel denisty across all objects and layouting them into a 1*1 uv shell for painting them in substance painter. Hope this solves your problem. These can be manually offset. To save groups of UV shells you should use other software like RizomUV Reply reply The expectation is that people come here to learn new techniques or solve a problem, frequently for their job. Made sculpt in zbrush . Image in preview is stunning, but opening it into AI it's faded. Wait. neverland. Also get all those UV's in the 0 to 1 space. I get 200 fps in the viewport on very dense models on a 1080ti, yet If that doesn't visually fix the problem, save out as a new file at this point, load said file and repeat. Sometimes when there are a lot of over lapping polys, Maya has a hard time selecting things with a close Z Space. I use UVs to transfer attributes between different model stages, so they need to be at the same place, I cannot make a new layout, so Hello, Service Pack 3 was released and the issues with UV Shell selection in Viewport are still there 😕. It's So much easier to figure out what things look like. Some versions of Maya vs. As opposed to using 1 texture per moving entity. Hello, I have a problem recently, I cant select Uv shell on maya, but i can on the uv editor. Not at my comp right now, but it's on the right side of the UV editor window and it's called texel density. What might cause such a problem? This is happening in 2018 update 2. 7. into place then hit optimize it does it again I have tried deleting them faces and redoing the and I have deleting the uv shell but no luck and I'm at a loss I really need help with this so any would be much appreciated Welcome to Welcome to the Autodesk Maya Subreddit. maya uv tool is pretty good now. I did the rigging on the character without the UV shells on the character. Cut UVs now partially missing by Auilix in forum Maya Materials & Textures replies 2 on 11-02-2013 UV's automatically stick together by SGM3 in forum Maya Materials & Textures replies 2 on 07-01-2013 Help selecting corresponding edges or uv's by Manicstix in forum Maya Basics & Newbie Lounge replies 2 on 05-09-2012 correct way to get multiple UVs to show up For a good uv. As you can see after unwrapping some parts of my model don't display those squares on the surface, that indicate UV map. I have a problem with UV. Screenshots of the problem. you made the windows so they have the Good evening everyone. A texture image in the UV editor fills the 1. When in UV Editor I seleckt a shell, somehow all shells get selected and i can't move or rotate a single. The polygon edges are merged in the normal way. I started animating the character and then the UV was added later on. - When I'm trying to do symmetry in somes UV, I don't know why, all UVs appears to other side, just like the picture. If I could have that group of meshes and all their shells 'grouped', then let maya do a layout with those shell groups to best fit them within the UV space that would be a big time saver. I am learning 3D modelling, and now I'm working on texel density and UV unwrapping, I've learned the basics. Hi, I am preparing a low poly garment, using Marvelous Designer and ZBrush and Maya. I've followed the UV Unwrapping instructions to the letter but it doesn't register the cuts (we're supposed to have a white seam after we cut) and the pieces don't separate. It should focus on your missing shell. You should be able to use this to normalize your shells. I can scale up, but it does it in large increments. i have a 4096 map size with a texel density of 8. I've finished modelling and I'm now UV unwrapping my model. For help with Blender problems, Hello, I have a problem recently, I cant select Uv shell on maya, but i can on the uv editor. If you somehow managed to delete alle your UV shells, try to map your object again e. other issues might be you system memory, 8Gb is kinda low by today's standards, you could double it and see some improvements with your UV editing and general workflow. Yet when I click on the move uv shell button, it selects a certain number of polygons but not all of them over leaving some behind. When I select the parts that should now be separate and try to move one, they all move together. The manipulator can be moved however it does not affect the actual UV Shells. Autodesk Community > Maya Community > Maya Forum > Can't move selected UV shell; Ok, so the problem is I haven't used Maya in maybe 12 years, soooo I'm a bit rusty. If that happens choose the said shell, click Mapping->Planar Mapping (Not the Planar UV's in the first step, that'll effect every shell in the map). Hi everyone, I'm looking for a rock solid way to take an arbitrary UV shell and rotate it so it always faces the same way in the UV editor, V being Y-up basically. Training & Courses Free Tutorials But why post images of the model not the uv problem. Maya has an annoying bug which some shells doesn't show up in the UV map sometimes and make them unpaintable. It simply does not work! What At this time, I have each vertical corner segment as one UV shell. even in vertex mode and edge i cant select anything. I do not understand why when I'm unfold ONE shell UV maya loading me ALL the shell, even they are not select! I can't handle it and it's mess up al the UV every time, as you Hello, so I have come a problem, how to edit/query UV shells. Most of the time the problem was something of a phantom. You need : Correct unfold Have the same texel density . vidcard drivers had problems with the floating UV Editor window. In order for them to both be front-facing and have the exact same shape, it has to split and flip each face individually on one half. What is not working in Maya 2016 (works flawlessly in Maya 2015):. Then when you run Unfold, it I think the problem is because Maya is trying to keep both UV shells front-facing (blue). It represents a 200 cm wide and 2,5 cm high strip of ornament. I have increased the edge select sensitive number and also reduced it, doesn't work. Auto map on the missing faces, scale them down (either roughly using the manual method or using the TV Toolkit) then Move + Sew. Basicaly, i want to do 2 things: 1. By default, the UV mapping operations in Maya automatically fit UVs within the 0 to 1 coordinates. Here i'm showing you an easy way to solve this common UV problem. This video will show you the solution so it doesn't disrupt your workflow and kee Hello, i bought this project from cgtrader not turbosquid, i wish i could've found another tho, it has a lot of problems, and i mean a lot, i have been working on it for more than 2 weeks to fix everything, anyway, i am making the floors myself, and just trying to texture them, i have been with Maya for about 5 years now, not new, just some problem which i never faced I am a Max user, trying to get to grips with Maya UV methods, running into a few roadblocks. It poiints to the left. Problem, I only want one uv per tile. What causes this and how can I fix the issue? Other than cutting down the middle and mirroring o when I copy UV's (Transfer Attributes) the copied UV always has cuts on every single edge and every Faces is its own UV-Shell with normal objects it works just fine but if its a more complex object it always does this. ok i didnt state it very clear so let me explain it in further detail. I can't seem to even figure out how to search for this. However everywhere I've looked just tells me to delete the UV's, which I did. 0 primary UV domain. 0 in U, so the shells don't overlap but are aligned in a row in UVView 2. 64, but it did not fix the problem. You may try to select a small area around origo, basicly the cordinates 0,0 and you'll find that you're still able to select these invisible shells. . I ended up re-installing Maya and the problem seems to be gone. I am also getting a lot of mileage out of Unfold, and Orient Shells in the basic UV Modify menu. Hello. Sometimes when opening the scene, the UV Editor won't even show up. I've tried newer drivers, older drivers ( three different ones) I tried removing my second GPU rendering video card, tried deleting the prefs. Hi, I made a dog and I'm trying to UV it. free-intro-music. I can-t select eny Edge on UV editor. Here's an outline of the entire process I used, perhaps I did something not quite right along the way. Hi there, I need to 'uv' two spiral springs and it worked pretty well for the first. Create a cube. So, what do I do now? This new Maya has Nightshade UV built-in. com/jlmussi/3d-modeling-guide ️FREE Tr Well thats a thing thats been with maya for a while. Best, CJW So I am doing hard-surface modelling and I am not quite sure why I am running into this problem: - To avoid ugly seam I start to straighten UV shells (using the Straighten UV tool). Go in to the polygon menu and choose the wrong uv channel, if its allready using the wrong uv channel. The UVs show up in the editor. Hi everyone, I'm currently working on a mesh in Maya and I've encountered what appears to be a pretty serious problem. Maya UV editor extremely laggy? 2016 . 1. Thing is your micro-shells are actually shells that gathered in the same UV points, so resizing them is no use and cutting your mesh anew is a pain in the butt. It listed other programs like Photoshop and Firefox. How can I fix this? I have a single mesh with two UV sets that I want to merge into one single UV set, but there doesn't seem to be a way to do it. artstation. - But after straightening the texture appear to be skewed when applied Hello Everyone. I also do not want to snap based on the grid. Can someone help me in the direction of toggling that? Texture bleeding: Texture bleeding is when the color information inside one UV shell bleeds into another UV shell due to texture filtering. imagine a house with multiple windows. i have tried unchecking preserve uvs, also didn't work. As soon as the UV Texture Editor window is visible, the script slows down hugely, because Maya feels the need to refresh the selection on every change in the UV view (something which Welcome to the Autodesk Maya Subreddit. 20 (all plugins are up to date). When I change units to meters in Preferences and try to get texel density it shows me the same Is this joint welded? If so, that's going to create non manifold geometry, and probably part of the reason it's not cutting or unfolding properly. It would be awesome if another or the same plugin would also spit them out in different colors/per Uv-island, for easier texturing As for the offsetting flipped UVs, Maya 2018's UV Editor has the option of selecting flipped UVs. Right image is Maya's UV shell of the mesh after import from Blender (Thicker white lines are Seams/Cuts) Does anyone The problem is still there and I don't like the solution presented here. I baked and textured everything in Substance Painter, no problems. I have got to the the UV part where I have already created all my shells, But I cant find a way to proportionally scale all selected shells like I can do in 3dsmax with the relax tool. Hello ill try my best to describe this issue, So inside my UV editor when ever I try to move, scale, or rotate a UV shell it affects all of the separate shells on the object and I cant figure out why. Is there anyway to just start from the beginning with Need help with UV problem . neverland polycounter lvl For a few shells, you can repeat for every individual shell selection of UVs (UV > LMB-doubleclick any uv), then apply EditMesh>Transform, which will automatically assume bounding-box center, and where you can enter numerical scale value. Creating a new UV Set creates an empty UV Set, that's correct.     I have done the same with the cut open ratio, doesn't I have a simple, rectangular plane, and what I want to do is lay out its UV shell into a perfect square that fills the entire 0 to 1 UV space from edge to edge. I have checked the mesh thouroughly. Hello!, I was Transfering Topology, from object to object, from first one to 15, every object was same just in other position, everything was perfect but when i was preparing UV, i find a little prorblem, each UV Shell is following next one moves - I am often finding that when I open a Maya scene that my packed UV shells will have moved position and ruined their UV layout. With origami you start with a bunch of peices of paper and mix them into a shape. Shift X inside the UV editor to cut that Well, It seems I was able to fix the problem by deleting my userpref. You can try setting your clipping planes closer. BUG1: - select face of some object with multiple UV shells, then hold CTRL, right click in viewport and choose To UV Shell - Maya will ignore UV Shell region and will select every face of object I Right clicked on the shell, then choose UV shell. I tried updating to 430. getUvShellsIds(uvShellIds, nbUvShells, uvset) # shellCount = shells. THANK YOU SO MUCH, I HAD THE SAME EXACT PROBLEM AND THIS FIXED IT I'm having trouble with UV shell borders inside the polygon mesh. the I struggled with UV mapping for a while when I was starting out, when you get the trick you’re ready to go. UV mapped LEFT side of face and front/back legs. Create Shell (Grid) Create a normalized square UV shell by cutting along the current selection's edge perimeter, then evenly distributing UVs to the 0-1 UV grid space. But after restart some shells became this. 13. It's in the UV Editor menu: Select -> Back-Facing. I'm having trouble moving shells and UV's in my UV Editor. i have tried setting the uv map to uv shell, vertex, edge, face, and uv mode and none Personal Stuff:ArtStation: https://relyt. I tried to transfer the UV shell from spring A to spring B but for spring B I just got each polygon as separated shell. So I have UV'd my objects, cut in various places and everything was going fine until one of the UV sheels started acting oddly. I was unable to undo what I had done and want to reset the UV. I move all the shell to where appears the UVs when I apply symmetry, but the result is I was working on my scene today, when all of sudden, Layout UV tool just stopped working properly! It does not layout UV's properly any more. Let's try increasing the UV shells. This fixed the problem for me, Hey, I'm working on a scene and all of a sudden the Uv's seemed to have disappeared. The "checker size tool" was the one that fucked it up in the first place. Try working with the UV window in a viewport panel instead. Sometimes I can't even move the uv shell at all, but deleting the history on the object fixes that problem. I was in the middle of unwrapping my object but messed up in the middle and didn't notice until it was too late. Most of my UV workflow tends to be a planar or camera-based projection (not automatic since it creates bad cuts), followed UVs don't flip after mirroring geometry Maya Basics & Newbie Lounge SimplyMaya How about a pic of your UV layout and replies 13 on 26-02-2013 mirroring geometry by ben hobden in forum Maya Modeling replies 2 on 25-08-2008 What's the problem when mirroring geometry? by gubar in forum Maya Basics & Newbie Lounge So if you use Layout function Maya UV Editor separates all UV shells. It gets to a point where I click on a UV shell and after 5-10 seconds it will be selected but just drag on so much that it is unbearable to work on. Also, this is a quite creative approach for the problem. I'm brand new to Maya, and have just figured out the basics of UV mapping. I am searching for a tool in maya or a mel script or other solution to copy uv's within the same object. Just as much as you can. Additionaly I might want to I've tried the entire day to make the uv unfold in the uv texture editor work in maya. please help me out i know how to get them to same texel density by using GET SET buttons but i am facing problem in layouts its changing the texel density and i had turned In this Maya 2018 UV mapping tutorial I'll show you a really versatile method for UV mapping tricky shapes accurately and quickly. In the UV editor there is a scale setting. nah. Then I imported everything in our engine and saw that the SSS was acting Maya UV Unfold Circumference, Circle Problem I'm modelling an Orc, trying to create UV for his head (using Unfold), so I just made any projection, planar for example: The back UV Cut: And theoretically I am set to create the Demonstrates how to fix an error that often occurs with warped UVs when using the '3' smoothing method. mel & uvshelf_custom. Additionaly I might want to move each next shell by +1. Go in to the uv editor on that object with dual uv channels. This issue only seems to occur on assets that a comprised of multiple separate meshes. If you turn I'm looking for a way in Mel or Python to determine if a particular UV shell crosses across multiple texture tiles in Maya. So here how I do that. Maya2018. That did free them (put them in an own shell, if that's the right terminus). Is this an issue with the recent updates or am I making a noob mistake? TIA. This is something that has been a persistent problem over the past couple of days. I've tried renaming the Pref document and Do one of the following in the UV Editor: Select Modify > Create UV Shell. Furthermore I did manual straightening of the shell to account for the curve in the center, this resulted in an excellent bake. For help with I've been using the "smooth uv" tool all day without problems, but all of a sudden trying to use it deletes the selected areas. mb (what I usually save as)   This was happening every so often, i'll try to move or scale my uv map but instead of it doing what i want it to do, it gets distorted and seems like part of it is anchored to a specific part of the uv editor or something. Maybe this helps, I'm not sure if previous versions of maya (2016 and 2017) use to have a memory leak issue, especially with the UV editor, where during UV editing, the software kept "eating" memory until suddenly crashing. ADMIN MOD Any tips on getting the correct UV shell spacing? At the moment I'm finding it tedious to check my UV spacing to make sure I have the min. Made low poly version in maya . When I try to take UV snapshots they turn out black if I do anything more than one cube or shell. The problem was, Maya was running over my Intel Integrated Graphics, which are crap. Hey! I recently noticed a bug on the UV shells of some of my assets: when I make the UVs, save the scene (in . I have an arched shell, but its only one quad wide, so theres no middle seam to grab in order to then use Straighten Shell. Usually the edges becoming sea Both very good advice. - You can support this channel via https://www. Click a flair to sort by topic and find a wealth of information regarding the content you're looking for. In the UV editor, when i selected UVs, faces, (whatever component) and tried to rotate the selection it I was laying out the uvs on one of my objects, until I must have pushed some button I guess. Can anyone help? UV border stretching , please give me a fix . Will never really understand what caused it, heh. Thanks in advance. I’ve written a script which does some heavy editing of UVs and vertices, which if run when only a 2d/3d model view is visible, runs really fast. Not even a tiny bit Do anyone know what can The solution I found is to go into UV selection mode, not UV Shell selection mode, and manually select the UVs of the shell you want to unfold. Hey folks, Really weird problem with uv shells maya. Create Account Sign in Moving UV Shell Problem and performance ; I can’t understand why this particular UV shell is displayed so thin, so I can’t scale it to the whole square without distorting the checkers, what Forums Home Maya Community in "UV sets" at top right of UV window, there's like an option "transfer UVs". Normally if I want to add faces to a shell I do exactly that. Maya makes a cut along the perimeter of your selection, creating a new shell, and the UV Editor automatically enters shell component mode. I'm not sure why. Also, if I export my object into Substance Painter, I can see that I still have Uvs. But everytime I try the uv don't unfold at all. Even though I delete all UV and set a new UV planer, the issue remained. When your unfolding are you doing it in both axes, if so i find doing one at a time helps. I've searched on google but didn't find anything, and it's making UV-ing very You have to straighten the ring shell first -either by disconnecting a lateral edge and straightening the ends to 90’ and unfolding the inside or use the unitize-stitch method. I do not understand why when I'm unfold ONE shell UV maya loading me ALL the shell, even they are not select! I can't handle it and it's mess up al the UV every time, as you can see from the video. BUT - when I select and want to move one shell, Left image is 3DS Max UV shell of the mesh after import from Blender (Green line are Seams/Cuts). mel, restarting Maya, & everything was back to normal again. I can't split them apart. Whenever I try to grab or move my UVs, they either move oddly or do not move at all. (I know the UV's are bad, its an example). Usually I'll go into camera based cut the shape and unfold what I want but I cant do that anymore with this situation. While it is possible to move or scale the UVs so they reside outside of this 0 to 1 region, Start with UV editor > layout dropdown > uv layout, then do some slight adjustments. While editing UV's I'd like to see the model textured, with no mesh lines, UV's or verts of any sort. cut the mesh, so each shell becomes separate object If I could get no. I'm trying to use the scale tool to scale down selected faces in the UV editor but it's not letting me scale down. Youll need to select one set and transfer its UVs to the other set, then delete the now empty set. Automatic UV scaling when creating UVs for your mesh can be a real problem. How can I do it in Maya? Is there a way to average the UV's in the UV editor based on the physical scale for the meshes? In blender you can can select "average island scale" and it will fit the uv islands/shells based on the physical sizes of the mesh. In the UV Toolkit under Transform click the flip button (most likeley in U direction), this should correct it. I've also tried to use automatic and cut and sew my way to a decent UV but again when I go to Hello community! I just getting lost in texel density When I select any UV shell and press Get Texel Density in UV Toolkit it shows me the number (for example 25 px/unit). hello there, this topic is about a problem i have with uv-ing in maya. Unless this is for an assignment where u have to absolutely fill up the whole 0,1 space, i think its not entirely necessary. I then have to move UV shell, then press Ctrl-Z to return them to their original position as I had saved them. the process as reverse origami. For issue two, I'm not sure what your problem is with the first/large twisted shell, that looks like it should unfold properly. g. Using Maya 2018 by the way. It allows you to make sure you have Moving UV Shell Problem and performance Maya Basics & Newbie Lounge. Scaling from the top or the side just flattens the faces completely. Since you're new take the time to learn to organize and sort the islands yourself. I assume there is some setting in the editor that can fix this. With UV mapping, you have a 3d shape and break it down into 2d planes. Method two ; start scene over, do everything up until merge uv's. -but I can't quite tell which part you're showing there either. It happens even if I re open scene and even if I don't have any Tools selected. But to elaborate on my issue, I was I am just working on UVing the Dinosaur from Daves Tutorial and have come across an interesting problem. With the Smooth UV Tool you can use your eye to judge how much the UV shell should relax. A 2D gizmo in the UV editor, but in the end the shells remains invisible. I believe I've turned something on and cant figure out how to turn it off , I tried to reset my preferences but that did not help. for some reason whenever i select a UV shell while the UV editor is open maya would crash immediately even if i My problem is when I go to create UVs, often I don't want to flip/unfold everything. Oh I think I get your problem I might give 2k a try. youtube. However I am just downloading the first update to see if it fixes this. normalize each shell so it occupies 0-1 UV range. As part of the baking process I require that assets sometimes be separates into multiple components. Instead Hello everyone, i'm really troubled here, i've been facing a big problem with maya 2018 update 2 here. No mention of Maya, though. i have tried checking preserve uvs, didn't work. Here's and I tried to separate the mesh, and combine it, cleaning history, exporting it and importing as new. (just in case that isn't relevant) Click on the move uv shell, and still the same as before. Select Cut & Sew > Create UV Shell from the UV Toolkit. The problem is not that the map changed though, for some unexplainable reason I don't see the blueprint/outline of the UV map at all in the UV Editor. the house is a box and all the windows are the same. (the new mask set is empty) and only on hello i have a big problem, when I select all my uv shell, two of them are unselectable, i don't know how to fix it. 096 (again exact same ratio 2px per 1cm) the problem is that the UV shells stayed at the same SIZE, they didnt got bigger. r/GIMP Colour Settings problem. Avoid UV overlap and distortion with these tips. polycounter lvl 3. Because it isn't Hi I am teaching myself Maya , coming from 3dsmax . Open the UV Editor. I dont know if i hitted a button on accident that made the problem but i cant seem to find the solution online. I was wondering if there is a way to create a pole mesh from a UV shell. Learn how to use UV shells and UV snapping in Maya to organize and align your UVs, improving your UV mapping quality and efficiency. Training & Courses Free Tutorials Community Forums VFX News Textures Legacy resources. It's not that hard, and will only benefit you in the end. I know how to use the tool, I've used it before, it has recently stopped working. i had UV border stretching, so i found a fix which was to change it to " preserve edges and corners ", which fixed my issue in maya, but when i export it to substance painter, the issue still remains I unfolded my geometry, straightened shell and the UVs and everything was perfectly fine. they are visible but can't move them. Normally, when I open UV Editor, meshes UV are in white wireframe, but if I try to select edges by RMB/Edge, the all wireframe becomes blue and I can not to select any edge. Open the UV editor, then go to the top or side view and double click the edge loop that goes all the way around the edge. Now I am facing a challenge; What would be the best approach to unwrap this model, is there some sort of assisted tool A tutorial going over the Pin UV Tool (or Freeze UV Tool) in Maya 2016!Music is by Lino Rise - Channel Intro Hong Kongwww. Technically they are still there because if I select the Uvs or the Uv shell on an object, they flash in the UV editor and I can kind of select them. Hello every one. com/sarkamari- Check out my HOW TO playlist via: https://www. If i go to scale down, the faces are no longer visible. There are visible seams in the displacement showing at UV shell borders. I'm having some problems with Maya, I'm triying to map my low poly character, and UV layout it's giving me some problems with the symmetry tools. You're also missing some cuts on the smaller polys facing us. If you have ever found your UV shell has all of it's edges cut then this tutorial will show you a very quick method to fix it. Create UV Shell Separates all faces connected to the selected components into a new UV Shell. I recommend moving all these faces aside so they're not near any other UV you are working with Maya 2008, right? I´ve experienced exactly the same problem. You grab a lot of them in UV mod with LMB pressed to just find them. Hello, so I have come a problem, how to edit/query UV shells. in your uvs make a vertical cut on your wheel so it can be a strip, then highlight one of the long edges on the uv shell, hold shift and right click, select straighten shell or what ever is in the top right, then go in to uvs point selection (right click drag lower right) and select all the uv points of that shell and then again shift and right click to the same area (straighten) then Hello, So in 2022 it located from UV EDITOR window, MODIFY>LAYOUT OPTION box. I flip it. The shell represents a 102 cm wide and 2,5 cm high strip in the real world. com/Sketchfab: https://sketchfab. When, I move a single vertex at the problematic edge, the surrounding polygons change in the right way. I wouldn't say these are close, but depending on your scale and default I think the problem is because Maya is trying to keep both UV shells front-facing (blue). I have UV'd the character and have everything on one patch. Those have shared edges and vertices with other shells - so far so good. More posts you may like r/GIMP. Hi there, this is probably a really silly question: I unwrapped an object and have separate UV-shells. 1 and Mac OSX 10. com/playlist?list=PLbvsJz5ZcmxHSI I have had this problem since upgrading to 2018. Working with objects in the UV editor is very laggy I've tried every display mode, dx11, all the OpenGL variants. mb) and reopen it, the UV shells have moved. From there look down under the Layout settings and you can enter shell padding tile padding along with a lot of other options. They are completely grey. Are Uv unfolding is not working. See video link. (this is specifically for an LED wall to use with nDisplay in unreal engine). Shift + right-click and select Create UV Shell. SimplyMaya. 4 and Maya 2022. 3. 0 x 1. Welcome to the Autodesk Maya Subreddit. I just thought I'd share. Any thoughts? I'm: highlighting the model, going to UV and "Planar", then asking to have UV Texture Editor is showing influance on UV's by publicFunction in forum Maya Materials & Textures replies 1 on 25-03-2014 Problem with UV Texture Editor by xplicit in forum Maya Basics & Newbie Lounge replies 2 on 27-09-2012 checker texture blurs in viewport and UV editor by Eelco in forum Maya Basics & Newbie Lounge replies 2 on 23-04-2008 UV texture Hey Hallelujah, the different colors in your UVs indicate that some of your UV shells are flipped. getUVs(uArray, vArray) shapeFn. We share and discuss topics regarding the world's leading 3D-modeling software. UVs are red. Then again, given the height of the building and the height of the 0 to 1 UV Space, I don’t have much room to increase their shell size to maximize the use of the 0 to 1 UV Space properly without dividing the vertical corner columns into sections. Having shells identical but flipped is how I need to keep it, but this seems to present an issue some times in Maya where I can't select I have some UV shells I want to conform to a certain size so the texture is rendered exactly at real world scale. I've tried a number of solutions, but I can't seem to find a reliable way to calculate this. When saving my . with the automatic UV unwrap, just so you know you've got shells to find. phehil gksn szirk ihfo swavqf imgcg wqlas srkety ihiac wsjol