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| MultiUV texturing process with Maya & Bodypaint 3D |
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The concept to this tutorial would be to demonstrate the process of creating multi tiles of UV on the same model. One main reason for doing this is when you want to create a full CG human. The normal process would be putting all the UV into a same tile, which means you will only have one texture image to contain all the details of a full CG human. This may not be enough as you can only go up to 8k (8192 x 8192) before crashing Maya. Therefore, you might need to split the head, torso, arms and legs UV into different tiles and that means you will will more than one texture image to contain all the fine details of a full CG human model.
In this tutorial I will be using a simple half donut model to explain how to do this inside Maya, and also how you can take the same setup into Bodypaint 3D for 3D texture painting. Also, ZBrush will also automatically recognise the multiUV of the model and export the displacement maps into different number of maps based on the number of UV tiles you might have. I have also prepared a working maya scene for you to explore. |
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So, lets start with a simple UV of the half donut model. As you can see from below, I have only done a simple Y projection and the UV is arranged into a single tile (0-1,0-1)on the UV editor.

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Cut and split the UV into four pieces and arrange them as shown below, arranged in 0-1, 1-2, 2-3 and 3-4 in horizontal fashion.

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Let's start with assigning a simple lambert material to the donut model and assign a texture to it. I have got ready 4 texture images to use in this excercise, so let's start with Tile_A.jpg image. Nothing fancy, just plug image file node to the color of lambert as shown below:

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