Udims in Maya

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hey guys so i finally got around to updating the topology for my base mesh and it was a long process and the topology is still not perfect but what i wanted to go over in this video is uh i i've got some rough uvs on this guy and just in a single tile here and i wanted to show you how to uh take a single uv tile and then uh split them up into udems it's pretty straightforward i mean i don't necessarily know if you need an entire video to go over this but uh i'm just going to show you my method so i'm hoping to have three versions of this one with a single tile for you know whatever low resolution textures just makes it easier to have it on a single tile and then i'm going to do a four tile with roughly all of these even maybe a little bit more texture density on the face area and then i'm gonna do a third one which will be entirely focused on the face and it'll be like five tiles i want to say well we're gonna figure that out today but have the face split up into a bunch of tiles um really high resin this will be for like close-up renders to get the extreme poor detail in there so let's get started you can see i i have another video you can check out on the channel um that goes over how to uv or my methodology for you being the body in the face and it that was on my previous page with different topology but it's similar enough the cuts are pretty much the same so you can go and watch that if you want to see how i got to this result but for now we're going to just work on separating this up into four tiles so first thing make sure that your symmetry is off and i think i've talked about this in previous videos but if i go in here and select uv shell it'll select my oh this is a little laggy let me turn let me this that said smooth on i think that was slowing it down so what i'm saying is if you go in here and select uv shell it will select both sides whatever was uh symmetrical to the other side and then if you might say well that doesn't seem like that big of a deal but if you go to rotate it'll it'll rotate both of them and then oh i have soft select on it'll you won't be able to select them individually and if the way you unwrap them or laid them out wasn't perfect and you want to rotate them individually you won't be able to do that so that probably best to work with symmetry off likewise you can just select both of them and get that same effect so don't you no need to have that on all right so this first tile is just going to be face uh second tile is going to be torso uh third tile let's do arms and then fourth tile will be oops and i'm just holding ctrl to deselect these tiles and the fourth tile will be legs so we can just select all the tiles that we want or yeah the uv tiles that we are uv shells that we want to fill up this entire tile and then hit control l and that will do a decent job but we want a little bit more texture density on the front part of the face because i mean the majority the majority of the back of the head is going to be covered with hair in most circumstances and then these tiles this is like the inside of the mouth and the ears and the inside of the eyes the eye bags which you will almost certainly never see so these can be all very small oh and then these are the nostrils which you almost certainly never see or at least not clearly so let's just put these up to the side for now so the thinking here is i want to make this as large as possible to fit within a single tile make sure if i just hit ctrl l it should fit you got to be careful sometimes ctrl l you have to check your settings but it will give you a little bit of overlap into the next tile and that can screw everything up and your computer will think that this tile now counts as a whole utem let's see so let's scale this down a little bit move this off to the side we'll scale this guy down and he probably fits best right here then i'll scale this down the ears can stay as they are but i'll put them next to each other and it's nice to have them all facing the same way i don't usually do a lot of like procedural texturing it's usually all texturing by hand but if you were to go in it's nice to have them all you know facing upright or all to the left or something so that the when you apply those procedural maps it matches up across the shelves and then the nostrils down here then i always like to see is there any way i could squeeze a little bit more in but i don't think there is without actually like stretching the tiles and that's probably enough texture density for right here all right let's move on to the [Music] torso so you don't necessarily need to split up the front the back and i can actually connect one of these seams here but i'm just going to leave it like this and i can actually hit control l and that will blow it up as large as possible and then you want to shrink it down just a hair it's good to give yourself a little bit of a buffer especially along the edges here so that the texture doesn't bleed into the next tile or from one tile into the next all right these are actually going to turn to the side let me actually hit ctrl l and see how it does this that's what i saw so it it shifted their positions a little bit let me just drag these across and it looks like there's a little bit of overhang here and you might think well it doesn't seem like much but it will it it will cause you a lot of issues scale this down ever just slightly and if you're exporting like 4k or ak maps this is going to be more than enough texture resolution for almost anything that you're you're trying to do all right let's do ctrl l again see how that did that uh i wasn't super happy with that the bottoms of the feet really don't don't need a ton of texture density i mean it might be nice but i think that the legs and the tops of the feet are probably a little bit more important but let's control l here i don't know why it chooses to do that i'm just going to scale them up manually okay scale these guys up a little bit more and then scale these guys up i think i can get them to fit a little bit better this way one last check make sure everything's fitting these guys can actually probably get a little bit more yeah they're good so now let's go check our texture resolution i turn on the checkerboard and i can go into where's my guy did i hide him oh there he is now let's uh soften the edges here as i was getting that strange hard edge look and then shift alt d will delete the history shading hardware texture huh it's only showing up when i have them clicked so this is about what we want you can see how much tighter the uh the checkerboard here is on the front of the face and let me hide the eyes so you can see in here how much larger each one of these individuals squares are compared to the front of the face and it looks pretty clean not a ton of texture stretching a little bit here these aren't perfect squares let me hit three and smooth it sometimes that gives you a better idea because i i probably won't be working with its mesh in this resolution this is uh uh once this is the lowest subdivision level i usually step up a subdivision level but it looks like the squares are about even it doesn't doesn't really need to be perfect um especially if you're not working with those like procedural texturing techniques it looks like the bottoms of the feet actually have about the same texture resolution as the tops of the feet and the legs so that ended up working out that way all right let's save this guy as a four tile button and then i will duplicate this and then let's call this we don't know how many tiles this one's going to be so i'll just call it face udem for now all right so let's turn this checkerboard off so for this one let me hide this guy so this one we're actually going to make some cuts and uh and uh rearrange some of the shells of the face itself so let's take all these shells and do control l and just put them on a single tile for now i might choose to split them up and have one massive uh utem section here is that really how it do that's really the most optimized way it left this half of a shell see that's sometimes it's better to manually rearrange oh well let's see let's move these to the one two three four five six sixth tile for now and these guys can just chill up here for now because i want to slice this face up so you can do this in your in your viewport select which edges you want but i think it's a little bit easier in the uv editor mode because when i select an edge it doesn't continue on to the other tile so i'm working within that tile so if i wanted to split this face in half which i do [Music] oh why did it stop i really hope i don't have an error oh because of the i thought i didn't have a perfect center line going down my model for a second no it's not because of the the mouth bag not a big deal but what i was gonna say is you really uh if you were gonna choose to split this guy up in half and i would select that line here it will go through the entire model so a little bit easier to work in your uv space so all i have to do is select this one go down to this continue that center line where the the uv shell was broken and then hit shift x to cut and shift s will sew so if you wanted to re undo that so let's do shift x and then let's do another cut along the corners of the mouth shift x and let's do let's do another cut along the middle of the eye shift x and let's cut out just below the chin let's see where this is not that this line is probably good or this this this looks like a more a better line to cut you won't really see under here although when you're making tiles this large and you export out of 4k or ak you will not see these uh the uv seams almost certainly so let's shift x and then i'm wondering if i want to [Music] maybe split this off where the hairline is here and then just have like the forehead section because we're not really going to see up here then i can just connect this to the back of the head i think that's what i'll do so shift x and then i'm gonna take this guy and this guy which should connect to the top here and say shift s which now looks horrible and then i just select that shell and say control u and and i'll sew this edge up control or shift s select the uv shell again hit ctrl u and there you go so these are the i guess these are the six main tiles that we really need to worry about having the most texture density and these will probably take up one shell each or um you know three shells i guess two per sh two per tile uh and then the neck can be its own shell as well so let's let's just start here this can be the first tile ctrl l oops it's a little slow because i think i smoothed it out uv shell next will be the cheeks and under the eyes and the nose and then the under the mouth and the chin and the jaw and then the neck will be over here and then this can be i guess the back of the head and then this will be the rest of the body and that'll be good for now so select these tiles hit ctrl l let's just see if i can figure out a way to get these a little bit tighter together and blow them up a little bit more not really maybe a little bit more that's good let me just leave these over here because every time you hit control l it takes it back to that first tile there's probably a way to fix that i think that's as good as we're gonna get that one ctrl l i think this one's good too actually i'm just gonna scale this one down a little bit and then let's do this one ctrl l let's rotate this guy let's just put this over here make it a little bit more organized make sure these are not overlapping make sure this is not overlapping and scales down a hair all right that should be good i might rearrange these by hand let's take care of the neck first control l hmm i don't know if there's going to be any way to fix these i'm just gonna leave it all right and then these guys will just sit here let's just make sure none of these are overlapping or going over the edge of the tile see here you've got this corner and i know there's a way to you go up to here and where is it under your layout settings there's a ton of uh different settings to play with the air pre-rotation scale scaling and non-scaling layouts um but it's i haven't taken the time to really go through and see exactly what everything does i played with it a little bit but for now i'm just going to show you like the manual way hmm all right maybe maybe a little bit more texture density i don't know if that was worth the additional effort because the this udem setup is probably only going to be used for portraits just featuring the head um i don't even know if i'm going to be including the body and some of those but if i do um at least i will have this here for some sort of texture representation but i may go through and actually lay these out with these additional tiles sometime over here but let's check out the texture density of how we have this set up so it looks like relatively even this neck portion you can see the squares are a little bit larger than the face but i the main goal was to get this main face region to have as much texture density as as possible and this is probably going to be above and beyond what we really needed for the one thing i do want to fix is the ears because these there'll be many times where they're not covered by hair so let us go in here and i have all this extra room in here to actually bump up the ears let's scale these up see if let's take this guy down here this is the mouth inside of the mouth it does not need to be that big so i have one ear here one ear here and then these guys can be scalable even a little bit more maybe just a hair more i think that's good let's take a look let's see if that has improved a little bit not a perfect match but then again the ears aren't super important but you want them to be you know relatively the same size as the texture density of the most important features you can see the eye bags are really big squares in there the nostrils as well and let me just hide some of these so you can see the mouth bag is all weird and warped but it doesn't really matter it's really going to be in shadow shift h to bring back what i've hidden and then everything else looks to be about the same so i think that's good so i think that's pretty much it i will show you one more thing so let me delete the history on that go in the attribute editor oh what colors are on here oh i have no idea this i think this came in from zbrush but if you're going from a single tile to multi-tile to uh udem workflow um all you have to do is go to this uv tiling mode make sure your tiles are named correctly in sequential order matching up with the the numbers on here so it depending on what program you're coming from it's either going to be uv your u1 v1 u2 v1 and then this will be v2 the vertical um or it will be labeled 1001 1002 1003 and i think i could be wrong yeah if if you're coming from zbrush it'll start with zero and if you're coming from mudbox it'll start with one i believe and i think udem and mari works similar to zbrush but i could be wrong about that but one of these if your tiles are neighbor are labeled uh correctly coming from one of these programs you should be able to find which one will work for you and maya will automatically find all the tiles that you need and match them up with in sequential order to the tiles as you have them laid out um so yeah that's the basics of how you work with uh utems within maya and how to create utems from a single tile and kind of my you know thought process um how to lay them out and what was important for more texture density so i hope this was helpful for you hopefully you got something out of it if you have any questions about anything that i went over let me know in the comments below i'll try to get to all those as best i can and um until the next one thanks for watching guys
Info
Channel: Joe Parente
Views: 2,743
Rating: 4.04 out of 5
Keywords: 3d, model, maya, zbrush, art, tutorial, 3d print, sculpt, xgen, animation, 3d modeling
Id: 5YHRQjp1-Zk
Channel Id: undefined
Length: 31min 23sec (1883 seconds)
Published: Mon Sep 07 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.