Nobody wants to see a flat gray character running around in a game unless it's by design. More than likely the character you're creating will need some sort of texture applied to it which will add to the it's visual appeal. Creating UV layouts is an absolute prerequisite for a game character before any textures can be painted and applied. In this course, UV Mapping Game Characters in Maya, you'll dive into the process of creating UVs for a multi-material character who is bound for Unity. First, you'll go learn how to understand and plan for your UVs. Next, you'll discover how to create UVs for the hair, body, and for the clothing. Finally, you'll explore overlapping UVs and texel density. By the end of this course, you'll have a better understanding on UV mapping game characters in Maya. Required software: Maya 2018.
Eddie is the dedicated Pluralsight texturing and rendering tutor. His roots are firmly planted in a deep background in illustration and design, and Eddie lives to express himself through his art. Eddie has been with Pluralsight (and previously Digital-Tutors) for four-plus years, teaching creative artists to expand their knowledge on everything from design and illustration, to hand painting beautiful textures for their models.
Course Overview Hello everyone. My name is Eddie Russell, and welcome to my course, UV Mapping Game Characters in Maya. I'm an author and curriculum manager for Pluralsight, and I've been creating courses for both Digital-Tutors and Pluralsight for over eight years now. When it comes to creating artwork for games, you may understand that this artwork needs to be modeled and then it needs to be textured prior to being brought into a game engine. While both of these are true, there is a step that actually must come between these two phases, this is the act of creating an explicit UV layout for your game assets. This course will start by introducing you to the concept of UVs and explaining what they're used for. We'll take this knowledge and plan for the materials that we'll create after our asset gets moved over into Unity. From here, we'll move step by step through the process of creating three different material-driven UV layouts for the hero of our game, Swords and Shovels. Along the way, you'll learn about some of the most important tools that Maya ships with for creating UVs. You'll also learn techniques for approaching the various mesh pieces that make up our character. By the end of this course, you'll have a solid foundation of knowledge with Maya's UV toolset to begin creating UV layouts for your own game assets. Before beginning this course, you should have at least basic knowledge of how to work inside of Maya. I hope you'll join me on this journey to learn how to create UVs for game characters in this UV Mapping Game Characters in Maya course, here at Pluralsight.
Understanding and Planning for UVs Hello, and welcome to Understanding and Planning for UVs. My name is Eddie Russell, and in this module, we'll get started by learning what UVs are and how they're used in games to apply two-dimensional textures to three-dimensional objects. From here, we'll learn what a texel and why texel density is an important thing to consider when laying out your UVs. Lastly, we'll learn how an art asset can be organized to plan for materials prior to laying out its UVs. With that said, let's go ahead and get started in our next video.
Creating UVs for the Hair Hello, and welcome to Creating UVs for the Hair. My name is Eddie Russell, and in this module, we'll be walking step-by-step through creating UVs for our character's hair geometry. Along the way, you'll learn how to get started with UVs using a projection, how to cut, unfold, and layout the UVs inside Maya's UV Editor, what UV distortion is, and some of the things that you can do to eliminate it, also, strategies for making cuts and approaching some simple yet abstract shapes. Let's go ahead and get started with the next video.
Creating UVs for the Body Hello, and welcome to Creating UVs for the Body. My name is Eddie Russell, and in this module, we'll begin walking step-by-step through creating UVs for our character's body geometry. Along the way, you'll learn how to approach more complex shapes when thinking about your UVs. You'll learn some standard techniques for UVing the human form. You'll learn some methods for alleviating distortion for a human head mesh. And you'll also learn how you can intentionally create overlapping UVs for mesh pieces and why you might want to do this. Let's go ahead and get started with our next video.
Creating UVs for the Clothing Hello, and welcome to Creating UVs for the Clothing. My name is Eddie Russell, and in this module, we'll be walking step-by-step through creating UVs for our character's clothing and armor. To start off, we're going to learn how to speed up the process of creating UVs when there are multiple mesh pieces that need to be UV'd. We'll also learn how to identify potential mesh targets before overlapping UVs. And we'll learn how we can begin to duplicate and mirror geometry across an axis to create overlapping UVs. Finally, we'll learn how to export our UV game mesh for texturing in Substance Painter. Let's go ahead and get started with our next clip.