Having the identical UV pixel density throughout a number of objects in Maya is essential to the texturing course of. A technique to do this is by utilizing the Texel Density Instrument in UV Editor.
Your 3D mannequin should have the identical UV pixel density, with a purpose to keep away from high quality points on textures. You don’t need some elements of your mannequin to look sharper and a few others extra blurred in a texture-quality method. Superb, you need your complete 3D mannequin to look with the identical high quality.
One option to test it’s by a checker map, you could apply in your mannequin, or simply activating it by UV Editor in Maya.
Similar UV pixel density can also be essential for baking texture stuff as properly, like baking ambient occlusion texture map.
within the following picture the left one is with unhealthy pixel density and the appropriate one is with good one.
As you possibly can clearly see within the left picture, there are some UVs which can be a lot greater than others (for instance, take a look at the torso and the leg, not constant in any respect). That UVs can have rather more pixel data than the small ones. And that’s the problem.
In distinction to the appropriate picture, the identical large UVs aren’t that large anymore. Tright here is consistency all through our complete 3D mannequin.
Let’s begin our scene from the left picture with a purpose to get the appropriate picture consequence.
Similar UV pixel density in Maya:
Open up your 3D mannequin in Maya.
Open up the UV Editor window in Maya – Home windows – Modeling Editors – UV Editor.
Activate the UV Toolkit by going to Instruments – Present UV Toolkit.
Choose all of the items of your 3D mannequin.
Broaden the Rework tab and find and click on on the Get button subsequent to Texel Density (p/unit). After that click on on the Set button.
Maya has routinely utilized to all our chosen objects the identical pixel density. Now we gained’t have any points within the texturing course of down the road, which is nice.
In addition to that Maya rearrange our UVs we’re good to go.
We are able to structure correctly our UVs in two methods:
- manually, by dragging each UV piece and principally making the puzzle for ourselves or
- routinely, by utilizing the Structure software by going to Modify – Structure.
I selected to structure my UVs in an automated method.
As you possibly can see from the picture above, there’s consistency of UVs all through our complete 3D mannequin. The checker map appears to have the scale all through our complete mannequin.
After we accomplish that, then we will proceed to the subsequent activity, which is the texturing course of.
Another UV-relative articles we wish to take a look at: