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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)



Subject: Seeking opinions from UV map experts


replicand ( ) posted Wed, 30 September 2009 at 12:44 PM · edited Wed, 20 November 2024 at 3:12 AM

I'm UV mapping an original figure. I'm bopping along, slinging and  pulling UVs like mad and I got to a good stopping point and began admiring my work.

Then I started thinking of ways to improve the layout. I thought about doing something like the Mil3 figures (but with the head on the same map), so I thought I'd ask the community's opinion:

Which (if any) character has the awesomest / most practical UV layout? Do you have a preferred UV layout? I don't mind doing it again because it didn't take very long, but I want to be able to make the most out of the available space. Thanks in advance.


sixus1 ( ) posted Wed, 30 September 2009 at 1:44 PM

Personally, I prefer pelt-mapping that is cut from the ankle, up to the groin, then from there up the back to the back of the head, with an additional cut from the center of the back, between the shoulder blades that flows down the arm to and around the fingers so that the whole thing can be unfolded in one continuous shell. I like that method because it drastically cuts down the number of seams you have to worry about as opposed to separating the limbs and all that as is done with the Daz figures. Still, a lot of that preference for me comes from having done this stuff for a long time, looking back to before I had the almighty Zbrush. For people using it to do textures, the only big concern I've found is just to try to keep the spacing as even and proportional as possible. -Les


Teyon ( ) posted Wed, 30 September 2009 at 1:54 PM

For the most part, I agree with Les. I don't much like splitting parts just to split them up.  However, if you're sure an area needs more detail than the area provided in a continuous pelt, than you should split it off. One thing - at lest for me - is I like to keep all my textures on one map. Two at most. I don't get to keep things that simple  often enough though in my day job.

So anyway, think about an area's overall importance, then consider the impact splitting important areas will have on creating seamless maps. If you find the area really needs its own map or to be broken onto a larger area on the same map as the rest, do so. Every model is different and every model requires a slightly different approach to uv mapping. However, for creatures and humans, pelt making makes the most sense (but the model may fight you on it).


replicand ( ) posted Wed, 30 September 2009 at 2:46 PM

Ahh, there is a name for it: pelt mapping. The Mil3 figures are pelt mapped with separated heads. I will keep head and body on the same map because SSS (in preferred renderer) doesn't work with multiple maps.

But yeah, while looking at it I was thinking "hey it'd be really nifty if hands / arms / torso were all connected" but didn't know there was a name for it. Thanks. 


SamTherapy ( ) posted Wed, 30 September 2009 at 3:04 PM

Pelt mapping is also known as Bearskin Rug and People Carpet. Just so as yer know. :)

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pakled ( ) posted Fri, 02 October 2009 at 12:31 PM

on a related matter; is there any 'good' way to do cuts? It's helping some with texturing, but I'm wondering if there's s tut that says, for example 'use unfolding for the following primitves, spheres should be cut, etc'

I wish I'd said that.. The Staircase Wit

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Teyon ( ) posted Fri, 02 October 2009 at 2:52 PM · edited Fri, 02 October 2009 at 2:54 PM

Nope - or to be more honest - not really.  There's lots of different methods for doing cuts. No real hard and fast rule applies because every situation is different. You could model a box and cut it a bunch of different ways to accomadate a particular texturing need.  The only thing that I can suggest is to think about what your texture is going to be used for, how important that object is, if anyone other than you will be painting on it and then make cuts you think fit the situation. 

I have, currently, two methods of cutting eyeballs for example: Flower petal and Middle Cut. Neither way is really ideal but one way suits working with other people who may not have access to 3D texture painting tools more than the other way.    The best thing you can do is to try and hide the seams in areas not constantly visible where possible or place them where it's logical if it's not possible to hide them.

Another example - I've done head UV's where the head was split up the back of the neck and stops just around the area the ears start, resulting in a pelt with ears attached. I've also done UV's where the head was split in a similar fashion but this time, the ears were split off to have their own map. Which was right? Neither and both. They each were right for the particular model in question.

Modo had a UVMapping tutorial that kind of touched on this. It showed two ways to UVMap the same box and what the benefits and draw backs were for each. Ultimately, the choice belongs to you to decide how best to do a thing.


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