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Download "UV Mapping Characters in Maya 2020"

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Table of contents
|

Table of contents

0:00
Introduction
0:53
5 Key steps to unwrapping characters
1:46
Delete UVs
2:35
UV Mapping the Character Body
11:30
UV Mapping the Characters Head
15:45
UV Mapping the Gloves/Hands
21:10
Understanding UV Distortion
23:25
UV Layout Settings
24:55
UV Mapping the Boots
28:00
Using Your Own UV Checker Board
30:00
Mirror UVs to Save Time
31:24
UV Mapping the Clothing
35:25
UV Mapping the Hair
38:30
UV Mapping the Eyeballs and Eye Brows
40:40
Packing and Laying out the UVs
41:30
Fixing UV Scaling Issues
43:25
Conclusion
Video tags
|

Video tags

maya
3d art
autodesk
tutorial
unwrap
unwrapping
UVs
UVW
UV Mappping
UV Map
how to
2020
Subtitles
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Subtitles

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  • ruRussian
Download
00:00:00
hey everyone today we're going to go
00:00:02
through the entire process of unwrapping
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a character in maya
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once you get through this tutorial
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you'll be able to unwrap any type of
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model or character going forward
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i also have a table of contents down
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below and time stamps to allow you to
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jump to any part of the tutorial
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where you may want to focus on a
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specific part of the character
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from my previous video on unwrapping uvs
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in 5 minutes
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creating uvs is just taking a surface of
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a 3d object
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and converting that surface to a 2d
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coordinate system so going from
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x y z to uvs i will break down
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unwrapping
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uvs in five key steps so you'll be able
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to take a model like our hammer boy here
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and create uvs like this
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as always if this content helped out a
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like is always appreciated
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and let me don't know down below if i
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missed anything
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with that let's go ahead and get started
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okay so here we are we're going to go
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ahead and start the unwrapping process
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now typically the first thing that i do
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is go ahead and give
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our character here a clean slate now
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what i am going to do is just go ahead
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and hide my
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hammer here which i unwrapped in my
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previous video on unwrapping uvs in five
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minutes which was just a quick
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kickstart high level video on unwrapping
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uvs
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now here's our character and if we take
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a look
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and we select the mesh i can go ahead
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and open up my uv editor from uvs
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and set editor now as you can see there
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are uvs this is just a very quick auto
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unwrap you may have something that looks like
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this or it might look like a jumbled
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mess
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really the key thing that we want to do
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here is
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completely remove any previous uvs all
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right this just gives us a clean slate and
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allows us to move forward so what i'm
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going to do is select the entire
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character mesh
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like this and go to uv
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delete uvs okay and so what that does
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now as you can see
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there are no uvs whatsoever here within
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the uv coordinate system
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okay and what i'm also going to do is
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just go ahead and kind of move my uv
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editor here to the left
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and i'm going to dock my uv toolkit
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which has all of our tools here
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to the left of that or excuse me to the
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right then i'm going to take the entire
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uv editor
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and dock that next to my viewport here
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and give myself a little bit more room
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here
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and i'll be able to kind of work with
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this uh
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here okay
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so the first thing that we're going to
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want to start with is the character's
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body
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and head i think this will be a really
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good breakdown on
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um you know approaching the rest of the
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character okay
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so the first thing that we need to do is
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where we want to split the edges or
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split the seams
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okay so the way that you want to think
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about uvs is think about kind of a dice
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or a pop can or kind of like an earth
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globe where you're taking 2d planes 2d
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objects and conforming it to a 3d uh
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form okay so in this case we're taking a
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3d
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form and converting it here to a 2d
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2d space okay so the first thing that we
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need now to do
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is give it a clean set of uvs so we can
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just simply go to create
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and we can do kind of like a planer
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okay a planer or even camera base either
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one
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is going to give you a clean set of uv
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so we can see what camera base does
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and it goes ahead and kind of creates
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uvs and it creates the uvs kind of from
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this camera base projection okay
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then what we want to do now is start
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essentially chopping up this character
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okay so think about skinning and pelting
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right basically i mean it's kind of a
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gruesome thought
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but to take a you know a pelt from an
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animal
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and if you were to kind of cut it and
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remove it from that
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animal you know you're going to get
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those seams
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so that's what we want to do here so the
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first thing i want to do is go ahead and
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select the arm now what's really useful
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is i will go ahead and go to your
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modeling toolkit
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and enable symmetry and if you have a
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symmetrical character
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just set it to whatever axis that you're
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working with in this case i'm using
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world x
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so now when i select my edges i don't
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have to go back to the other side
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and having symmetry just speeds up the
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workflow immensely
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okay then what i want to do is
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go ahead now and take these arms
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and we're going to cut this and this is
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what's going to give us
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a seam and by cutting
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this here by simply going to cut and sew
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and using cut so now you can see it
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starts to correspond
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with our mesh you can see that now we
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have white edges here and that has now
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become a seam
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so what that means is if we go back to
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our uv editor we can actually
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select the uvs so if i hold right click
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and go to the uv sub object mode then
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double click
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on our character you can see now
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the body is separate from the arms so
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i've created what's called
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a new uv shell and with this new v this
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new uv shell
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i can split and add another seam so it
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unfolds
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and pelts properly okay so what am i
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going to do with how am i going to do
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that
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i will go ahead now and kind of just use
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this edge here
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along the arm and double click that and
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that's going to give us a
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nice seam right underneath the arms okay
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and when it comes to seams you know one
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thing to keep in mind
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is that it doesn't matter so much
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anymore
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where the seams are with texture
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painting softwares like substance
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painter
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zbrush you know marmoset
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mari all these tools right it
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you can paint it in 3d so seams aren't
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as a big deal anymore it used to be
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a huge deal back when all we had was was
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photoshop or
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other older painter softwares okay so
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with that
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go ahead and select this edge now
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underneath the arm
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and now you can go to cut or hold shift
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and right
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click and go to cut now we've added
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another seam
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right along the other side of the arm
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great
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then what we want to do now is unfold
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okay so we can select these arms and
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scroll down here
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and you can see that we have unfold
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right here if it's not docked
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undock it and then simply hit unfold and
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there you go okay so now you can see that that
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the arms have unfolded properly now what
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i do want to do
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is disable symmetry real quick and then
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unfold it
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and that'll allow us to make sure that
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you know things are
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looking and behaving properly okay so
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now that i have that you know we can
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make sure to go ahead and put
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back the our symmetry we want to make
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sure that it looks good
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by double checking our checkerboard
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there's a nice checker map right here
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where you can click this checkerboard
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and you can see the checkerboard and
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since we use camera base you can see
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that it looks good from basically
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the angle that were here that we're
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looking at it from
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but if you look around the character you
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can see that it's skewed and looks
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very bad and the reason what we're
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trying to aim for here
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is nice even squares all around the mesh
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and we're going to use seams to help
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minimize distortion
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okay so the next thing i want to do now
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is go ahead and disable checkerboard
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we're going to apply this to the body
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all right so i will go ahead and select
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maybe
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right below the base of the neck so
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we're going to basically chop his head
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off
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and then what i'm going to do is kind of
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continue the seam that we have here for
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the arm
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all the way down the lengths of the body
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okay so there's really no
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you know clean way for the human body to
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have no noticeable seams but again with
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texture painting
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that can be completely minimized all
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right
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what i am going to do is separate the
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front from the back of the body so that means
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i can go in here and select kind of
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these edge loops that run
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inside on the underside of the body and
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on the outside
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now keep in mind i do need to select
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the the shoulder what i'm going to show
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you is basically what happens if you
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don't add proper seams so i will go ahead now
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shift right click
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cut so now you can see we can
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move our rest of the body away from the
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character
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then i can actually do shift uh shift
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right click unfold then unfold again okay
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and so there you go now this isn't
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terrible but what we want to do is this
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is taking up a lot of uv
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space and i want to cut it right here
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right kind of where that shoulder line
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is all right
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so we can do that by kind of just
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selecting this front
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shoulder edge here
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and then going down here and doing a cut
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all right so we can cut that and then
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now
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if we double click we can unfold that
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shift right click unfold unfold and you
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can see
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that we get a nicer unfold there
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now let's say you know what you're going
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through and you're like
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i don't like having the arm separate
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what i want to do is reattach it
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well i can show you how to do that real
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quick what you can do
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is select the arm and you want to select
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the shared edge
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in this case it's going to be this part
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of the arm
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right here now you can see that we're
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missing a split here
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so i can go ahead just quickly show you
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cut that
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and then we can have these two as
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separate objects now i can go back to
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the shared edge on this
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character shoulder here and do what's
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called a sew now there's a couple different
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ways to do this
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so if you do a sew it'll basically just
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kind of merge the edges in the middle so
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you can undo that
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you can do a stitch together which will
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just completely move the mesh
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and do its best to position it where
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the original part of the body is or you
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can use a sew tool which will kind of
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just do like a target weld
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okay so if you wanted to approach it a
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little bit differently and just kind of
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have the front separated from the back with
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the arms attached you certainly can all right so i will go
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ahead and keep it like this so i'm going
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to undo this
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and kind of move forward keep in mind
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you know
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there are so many different ways you
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know to unwrap a character and it really
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kind of just depends on what you're
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trying to do
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and how you're trying to texture it so
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if you need
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to combine different parts of the body
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then go for it
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all right i'm gonna go ahead and just
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rotate these in position
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and a good rule of thumb especially
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since we will be in substance painter
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is keep these guys in the one to one to
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one uv coordinate system
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okay now now that we have that
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let's go ahead and move
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on to the head okay the face
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so here we are with the face and you can
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see it's it's a
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uniform concave
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uh one solid object okay
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and very spherical now you may have
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eyelids
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or an inside of the mouth as you can see
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i just have the lips
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you're going to want to separate those
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so just make sure to do that it's to
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kind of cut seams and separate them and
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i'm going to do that with the ears here
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all right so what i want to do now
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essentially kind of
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cut from the back of the head kind of
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like you would do with the halloween
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mask right as if you'd have a halloween
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mask you're essentially going to cut it all
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the way from the back leave that opening
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and then bring it maybe right about
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where the hairline would be
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here and then what i'm going to do is
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kind of you know of course turning symmetry on
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and split this kind of horizontally on
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the forehead here
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all right so we have that then i'm going
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to shift right click in my uv editor and
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cut
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there so now we can see that we have
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this nice
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uv here or the seam here and i want to
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do the same thing kind of running from
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the underside
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and kind of up to right about the chin
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and this is going to help minimize
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distortion
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okay so we have those seams and then
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what i know i'm going to do
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is do the same thing for the ear i'm
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just going to select this edge loop
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that goes all the way around the ear and
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then split that and thankfully because
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we have symmetry we only have to do that
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once
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so now what i can do is select the
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entire head
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or you know double click it we'll go
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ahead and marquee select
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and do an unfold and there you go
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okay so you can see that it unfolds
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pretty nicely here
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and we have the ears
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set up and you can see that the scales
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are a little bit off
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because of the way the camera base did
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it
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don't worry about that all you simply
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need to do is select the mesh
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and run a layout arrange in layout
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okay so if i go down to arrange and
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layout
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at the bottom there's a layout and what
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that's going to do
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is set the scale so
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let me undo that and just kind of show
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you again so if we go
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here i need a little bit of room here
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for my
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uv editor yep there's our checkerboard
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you can see that the squares
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are bigger on one side than they are the
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other
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and you can see that clearly in the uvs
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so simple layout will
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rescale and reposition everything and
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sometimes layout does a really good job
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sometimes it you know it's just looking
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at this objectively and trying to shove as much
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uv space in here
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by keeping things uniformly scaled but i
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typically still kind of go through and
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make sure
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to have you know to kind of organize
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these in a way that makes sense
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for me to texture okay so you can see
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here
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we have the top of the ears right
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underneath and you know what i may want
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to take the ears
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and actually put them up here with the
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head okay
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and then we have the front or i should
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say the back of the body here
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and we have the front of the body here
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you know if i wanted to
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switch those around for whatever reason
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i certainly can and you can see kind of
00:15:00
how this is
00:15:01
rearranging you know i can move this
00:15:04
up a little bit more to give myself more
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space so definitely want to spend a
00:15:08
little bit of time organizing your
00:15:09
layout
00:15:11
so just keep that in mind as you you
00:15:14
move along but for right now
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i'll just simply go ahead and repack it
00:15:18
and it keeps it into the one-to-one uv
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space
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okay so hopefully right to kind of
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summarize
00:15:24
quickly on the head the five key steps
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are creating a blank slate
00:15:28
selecting seams cutting seams
00:15:32
unfolding and then laying out uvs
00:15:35
and if you do that you'll pretty much be
00:15:37
completely
00:15:39
set on unwrapping anything else so
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let's go ahead let's prove that theory
00:15:44
i'm going to hide
00:15:45
the character and let's move on to
00:15:48
probably the next most complicated thing
00:15:50
which is the gloves or the hands okay so i'm
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going to select the hands and gloves
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hit ctrl 1 by the way i'm using ctrl 1
00:15:58
just to toggle isolate mode
00:16:00
select our gloves here and what i'm
00:16:02
going to do is just kind of select this
00:16:04
and this time i will go ahead and use a
00:16:07
create
00:16:08
planer and for this planer you can see
00:16:10
that just kind of gives me this plane
00:16:12
here
00:16:13
and what you can do is hit this little t
00:16:14
for transform at the bottom
00:16:16
because right now this is all this is a
00:16:18
scale okay we don't really care about
00:16:20
that that much
00:16:21
we hit t for transformer we get our
00:16:23
typical maya gizmo
00:16:25
and i'm going to hit the circle here and
00:16:28
that gives us our rotate tool
00:16:30
then now what i can do is just rotate
00:16:32
this 90 degrees
00:16:33
jump to our channel box editor and just
00:16:35
rotate it in the x
00:16:37
90 all right now what that does is just
00:16:39
kind of essentially just gives us this
00:16:41
nice top down view
00:16:42
which is perfect okay so we can just
00:16:45
kind of bring these back
00:16:46
and put these in the
00:16:50
the middle here now actually this these
00:16:52
gloves
00:16:53
are symmetrical so
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i'm gonna just go ahead and focus on one
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glove here
00:16:59
all right so i have this glove here now
00:17:02
and what i want to do again
00:17:04
is the hand is a very organic object
00:17:08
and we're going to approach it the same
00:17:09
whether this was the hand or the glove
00:17:11
okay now what i want to do is
00:17:14
essentially just kind of split the hand
00:17:16
in two pieces front and back so you can see that i
00:17:19
have this nice edge here
00:17:20
running all the way around essentially
00:17:22
the tips of the fingers
00:17:25
and all the way around to the back of
00:17:28
the glove which is great
00:17:30
and i can you know even split that
00:17:34
basically this is how it would be you
00:17:36
know
00:17:37
fabricated stitched and sewn together in
00:17:40
real life you're gonna if you ever take
00:17:41
a look at gloves there's gonna be a seam
00:17:42
essentially that
00:17:43
a natural seam anyways that runs all the
00:17:45
way around
00:17:46
if you look at your hand right now
00:17:48
you'll see that there's actually
00:17:50
surface differences and skin differences
00:17:52
between the top of the hand
00:17:53
and the bottom of the hand okay and your
00:17:55
palm and and all that
00:17:57
so this makes the most sense all right
00:17:59
so
00:18:00
what i can do is now make sure to
00:18:03
kind of deselect those edges here
00:18:06
and i'm going to select this interior
00:18:08
loop
00:18:09
there so i want this piece separated
00:18:12
otherwise that would cause a lot of
00:18:13
issues
00:18:14
so here's kind of what i have selected
00:18:16
then i'm going to select
00:18:18
the inside of this hand here all right
00:18:21
i'm actually going to go ahead and
00:18:23
deselect this entirely
00:18:25
that horizontal edge running so here's
00:18:27
what i have i have this edge running
00:18:29
all the way around the hand here
00:18:32
and i have this cap being separated
00:18:35
in this interior cap as well so i can
00:18:38
now
00:18:39
we select our seams let's cut our seams
00:18:42
then we can go ahead and select these
00:18:46
unfold our uvs and there you go
00:18:49
now it looks a little bit a little bit
00:18:50
wonky but let's go ahead and actually
00:18:52
take a look at the uvs
00:18:53
look at that there is minimal amount of
00:18:56
distortion here
00:18:58
okay and we have nice even squares we
00:19:00
can of course
00:19:02
make sure to rotate this where we have
00:19:04
it's kind of nice
00:19:05
and straight and not just kind of at a
00:19:08
random angle
00:19:09
so it looks pretty good now if for
00:19:11
whatever reason you're like well i want
00:19:13
to minimize seams you certainly can
00:19:16
try to go ahead and maybe grab this edge
00:19:19
here
00:19:20
so you can see this shared edge and i
00:19:22
can go ahead now and do
00:19:24
that move and sew or that stitch
00:19:26
together i should say
00:19:28
so boom so stitch together does a pretty
00:19:30
good job then i can unfold again and
00:19:33
boom look at that that's actually not
00:19:34
too bad right
00:19:36
so that seam works out pretty well we're
00:19:38
looking around
00:19:40
and over overall it's pretty solid
00:19:43
and so we'll be able to kind of texture
00:19:45
paint a natural seam
00:19:47
there and kind of keeps things more
00:19:49
uniform all right
00:19:50
so just couple different ways to
00:19:52
approach that um
00:19:54
and we can you know again scale that up
00:19:57
if you want just to make sure to avoid
00:19:58
any distortion
00:20:00
and you can see right about
00:20:03
here this is the inside of that glove so
00:20:06
you can unfold that
00:20:08
like so now if you want
00:20:11
you can definitely split this down
00:20:14
the middle here we can do a cut and then
00:20:18
you can do another unfold and then it's
00:20:20
there
00:20:21
and you can see we can just make sure
00:20:23
that cap is good now
00:20:25
let's say maybe you wanted a different
00:20:27
material or a metal
00:20:28
to kind of run around this
00:20:31
piece of the glove okay so let's say
00:20:35
you wanted to take this here okay
00:20:39
now what you can do is cut this
00:20:43
and i can grab this here and if you
00:20:46
wanted to kind of just straighten that
00:20:48
a little bit you can do what's called
00:20:51
unfold along so you can see if i unfold
00:20:54
along you
00:20:55
it'll make sure that it kind of better
00:20:57
spaces it out
00:20:58
and we get a nice again better
00:21:00
distribution now
00:21:02
there's a little bit of distortion
00:21:04
happening but it's not all that big of a
00:21:06
deal um actually if you go to view here and
00:21:09
go to
00:21:10
uv distortion you can see that
00:21:13
this gives us kind of this this colored
00:21:15
map and
00:21:17
a good rule of thumb is white is
00:21:19
obviously the most ideal
00:21:21
light blue is okay and light red is okay
00:21:24
all right
00:21:25
so if you wanted to kind of address some
00:21:27
areas or minimize some
00:21:29
some distortion you certainly can all
00:21:31
right
00:21:32
so i believe if i remember correctly
00:21:35
like maybe if i go in here and kind of
00:21:37
like stretch these out yeah
00:21:39
so blue means it's stretching too much
00:21:43
and then red means it's kind of pinching
00:21:46
too much all right
00:21:47
so again you can see like really when
00:21:50
it starts to be a problem right when it
00:21:52
gets really red
00:21:54
or if it's starting to scale out too
00:21:56
much gets really blue
00:21:57
but light blue light red are completely
00:21:59
fine don't kill yourself trying to get
00:22:01
to
00:22:02
um you know perfect white here okay
00:22:05
so i can go to view and you can of
00:22:08
course hit that with seven on the
00:22:09
keyboard so i can hit
00:22:10
seven and turn that off and i'd all i
00:22:12
did was turn on b
00:22:13
for soft select as well b as in bravo
00:22:17
all right so we have that and then what
00:22:20
i want to do is grab this little leather
00:22:22
strap here
00:22:23
all right and we can select these little
00:22:26
straps
00:22:27
and all i want to do is we can just kind
00:22:29
of split these now
00:22:31
i can you know again excuse me
00:22:34
oops all right we can go ahead and just
00:22:35
select this edge here
00:22:37
and i will go ahead and turn off the
00:22:38
checkerboard so it's a little easier to
00:22:40
see and you can see how i'm going around and
00:22:43
selecting that
00:22:44
alright and it's all the way hiding up
00:22:47
here and we can just do a cut we can do a cut
00:22:51
and then kind of move and then move
00:22:53
those and
00:22:54
do an unfold same thing we can go ahead
00:22:57
and grab kind of that underside
00:22:59
select the edge loop running all the way
00:23:00
around and
00:23:04
cut unfold and we can just select these
00:23:07
and oops unfold meant to select them
00:23:09
in that mode all right so now what you
00:23:12
can do
00:23:13
is select both of these okay
00:23:16
and then all of these meshes and do
00:23:20
another layout okay
00:23:23
and keep in mind you definitely have the
00:23:26
under modify
00:23:27
layout you have settings here these are
00:23:30
the settings that i use
00:23:32
okay i do not do shell pre-rotate i do
00:23:35
not want it to rotate
00:23:36
i want to preserve the 3d ratios
00:23:39
translates fine do not rotate
00:23:42
and keep this packing resolutions at
00:23:44
256. if you increase that
00:23:46
quite a bit that's just basically the
00:23:49
computer
00:23:50
you know iteratively trying to find the
00:23:53
best
00:23:54
use case for space uh so the more
00:23:56
complex your mesh
00:23:57
the more complex your uv's the longer
00:24:00
that that will take
00:24:01
you can see it goes really fast just
00:24:03
with 256 and yields
00:24:04
really good results so
00:24:08
i also do texture map size 2048
00:24:12
with two pixels here of padding
00:24:15
so that means that when i go in there is
00:24:18
two pixels in a 2k resolution
00:24:21
worth of space okay if i did not if this
00:24:24
was set to zero i believe by default
00:24:26
look at that like that's butting up
00:24:28
right next to it so i always give myself
00:24:30
a little bit of room
00:24:31
and feel free to kind of bump that up if
00:24:33
you if you don't like them so close
00:24:35
all right so you go ahead and just kind
00:24:38
of save those settings hit close and
00:24:39
then anytime you relay those out it will
00:24:41
use those settings
00:24:42
all right so then what i want to do now
00:24:46
is actually let's go ahead and do the
00:24:48
gloves
00:24:49
here and we can actually bring our
00:24:52
character back because he looks a little
00:24:54
weird floating there with his eyes
00:24:56
let's go ahead and do our boot okay
00:24:58
we're going to do the kind of the same
00:25:00
quick process here all right we're going
00:25:03
to go ahead
00:25:04
and do a in this case i think it's fine
00:25:07
to just do a straight camera base from
00:25:09
the top
00:25:11
ish and let's go ahead and split it we
00:25:13
know that the bottom is going to have a
00:25:15
nice
00:25:16
simple uv seam here running around the
00:25:19
bottom
00:25:21
all right we're going to have that
00:25:23
running all the way around
00:25:25
cool then we're gonna again kind of how
00:25:29
we will approach the glove
00:25:31
split this running from the back
00:25:36
all right so i'm gonna split this up
00:25:37
here
00:25:39
actually i'm gonna go maybe
00:25:42
all the way up here and then
00:25:45
cut this cap whenever you have these
00:25:48
very organic shapes
00:25:49
always cut the cap so basically if you
00:25:52
have like a pepsi can or a cylinder
00:25:54
cut the caps top and bottom and you'll
00:25:56
be good to go
00:25:57
okay and then i will actually continue
00:26:00
this down like so all right so we're gonna split
00:26:04
this across here
00:26:06
and we may need to split it again
00:26:09
but let's just see what happens so i
00:26:11
shift hold right click
00:26:12
cut after selecting seams go to uv
00:26:16
shift right click unfold or
00:26:20
find your unfold right here and look at
00:26:21
that it does a really really good job
00:26:24
unfolding those uvs all right
00:26:29
okay now again if you wanted this piece
00:26:32
to be
00:26:33
straight you can use that planar
00:26:35
projection
00:26:36
and then use unfold uv
00:26:39
along uv but i'm fine with how it is
00:26:41
right now so then i can select
00:26:43
everything
00:26:44
and lay it out and pack it and boom okay
00:26:47
so let's see what the uvs look like we
00:26:49
can hit this checkerboard here
00:26:52
and it looks pretty good now if you want
00:26:55
to quickly
00:26:56
take a look and scale that up you can
00:26:58
see it actually does a
00:27:00
fantastic job i mean i think having this
00:27:02
seam here along the back
00:27:03
just allows it to unfold as perfectly as
00:27:07
we need it
00:27:08
and just to double check we can check
00:27:10
our uv distortion here
00:27:12
a little bit of light red a little bit
00:27:14
of squashing
00:27:16
and stretching here again if we wanted
00:27:19
to we can go ahead and separate this
00:27:20
seam
00:27:22
right about on the underside of this cut
00:27:25
that and that should help minimize that
00:27:28
red and blue
00:27:29
and there you go a lot less blue a lot
00:27:31
less red and i think that's good for now
00:27:33
okay
00:27:34
and again there will be natural seams
00:27:37
here when you're combining this shoe so
00:27:38
this works completely fine
00:27:41
okay so i will go ahead and hit seven on
00:27:44
my keyboard
00:27:45
to get out of uh distortion view i will
00:27:49
select all my uvs and lay this out and
00:27:52
the other thing just in case you want
00:27:54
some control over
00:27:56
what you see here you can go ahead and
00:28:00
assign i can maybe turn off this grid
00:28:03
here
00:28:04
and i can grab this material
00:28:07
and let's go to this phone and we can go
00:28:09
to our color
00:28:11
and let's just plug in this file okay
00:28:14
you can go to file and we can have our
00:28:18
uv checker board and i just found this
00:28:19
one online it's like your typical
00:28:21
you colored uv checker board and then
00:28:24
you can see boom
00:28:25
there it is so it's applies and all i
00:28:27
did was just plug that in right to the
00:28:28
diffuse slot
00:28:30
and then we can go to place 2d texture
00:28:31
and maybe give it a repeat
00:28:33
here about eight eight or eight and
00:28:36
eight okay
00:28:37
and so this will again allow us to make
00:28:38
sure just to view this make sure that
00:28:40
there's no distortion happening the
00:28:42
numbers look uniform
00:28:44
and everything looks just correct all
00:28:47
right
00:28:50
okay so i'll undo that and you know i'll
00:28:53
probably do that
00:28:54
apply one at the very end okay so
00:28:58
i will go ahead and now select these
00:28:59
guys these little laces here
00:29:02
and what i want to do is just select
00:29:04
these edges
00:29:06
you can certainly kind of uh go in if
00:29:09
you wanted to
00:29:10
of course you know i just want to get in
00:29:12
here
00:29:13
um and ctrl 1 isolate these
00:29:18
and let's go ahead and continue the edge
00:29:19
selection select our seams
00:29:22
cut our seams oops probably do that
00:29:25
again
00:29:28
okay we're cutting our seam i will do
00:29:31
the same thing here on the other lace
00:29:37
okay and cut
00:29:41
select these guys and unfold them both
00:29:46
boom and we can go ahead now and select
00:29:52
the
00:29:54
entire shoe and lay those out now
00:29:58
keep in mind here's the thing i was like
00:30:00
oh boy we just did that on the left side
00:30:02
the character's left side
00:30:04
and you don't want to do that again well
00:30:06
no worries we can just select
00:30:09
these on the other side and all i'm
00:30:11
going to do is just
00:30:12
outright delete them grab the boots and
00:30:15
the gloves
00:30:18
here do a control d
00:30:22
okay as in dog control g for group
00:30:26
all right then i'm gonna go to channel
00:30:28
box and we'll scale in the negative axes
00:30:31
negative one
00:30:33
and here's the most important thing
00:30:34
don't just walk away and move on to the
00:30:36
next thing
00:30:37
you have to have to freeze your
00:30:39
transformations
00:30:41
and then i'm going to just ungroup here
00:30:44
but now i have everything inside of this
00:30:48
group here actually i'm going to just
00:30:50
select the boots and gloves
00:30:53
then you have to make sure
00:30:56
that you fix your uvs
00:31:00
and relay these out okay by relaying
00:31:03
these out it makes
00:31:04
sure that you don't have
00:31:08
backwards faces or flipped uvs because
00:31:10
that will cause a lot of issues in
00:31:12
substance painter
00:31:13
all right and look at that on layout did
00:31:16
a really good job
00:31:17
i just packing this all together there's
00:31:19
some cleanup i can do but i think i'm
00:31:20
good
00:31:21
all right all right so we're doing
00:31:24
making pretty good time here
00:31:25
i'm gonna go ahead now and do the
00:31:27
clothing okay
00:31:29
and i'm gonna control one to isolate and
00:31:31
as you can imagine
00:31:32
it pretty straightforward i will go
00:31:34
ahead and just kind of angle it to the
00:31:36
front
00:31:37
and it will create and just camera based
00:31:39
okay a little bit quicker than
00:31:42
messing with the planer
00:31:45
so i have my shirt selected as you can
00:31:47
imagine clothing has natural seams
00:31:50
so the natural seam is typically
00:31:53
right on the underside of the shirt and
00:31:56
right on your shoulder
00:31:57
i mean you can look at your own t-shirt
00:31:59
or whatever you're wearing right now and
00:32:00
probably see
00:32:01
and see those natural seams all right
00:32:04
now of course
00:32:05
let's not forget to turn on our symmetry
00:32:07
now that we're working with one
00:32:09
symmetrical object all right
00:32:12
so here we are and
00:32:16
uh shift right click cut boom
00:32:20
okay so we're gonna grab the collar and
00:32:23
instead i'm just gonna simply you know
00:32:26
this is probably a good one where i
00:32:28
actually want to do this from the top
00:32:30
so i'm going to create the camera based
00:32:33
uv
00:32:34
and what i want to do from the top
00:32:38
is split this on the back because
00:32:40
there's going to have to be a seam here
00:32:42
somewhere
00:32:43
then i want to unwrap along
00:32:47
u oh excuse me along v
00:32:51
okay and if i do an unfold actually
00:32:54
i'll probably unfold it first okay
00:32:58
and then let's see i mean we're probably
00:33:00
not getting as good results right now
00:33:02
so i'm just going to go ahead and just
00:33:03
stick with the regular unfold
00:33:05
and again if we take a look at this you
00:33:07
can see that
00:33:08
the checkerboard looks really fine okay
00:33:12
so it's basically like if we took a
00:33:13
square pattern
00:33:15
and cut it out of our
00:33:19
cut it out of that square pattern so
00:33:22
keep in mind if you
00:33:23
scale uvs you do have to just turn off
00:33:26
symmetry
00:33:28
all right so we have that and
00:33:31
let's grab our shorts i'm going to
00:33:33
select our shorts and turn off uh
00:33:36
texture view and it's going to be the
00:33:38
same thing we're going to just kind of
00:33:39
create that edge that runs
00:33:41
across there and right uh
00:33:44
along the underside as well so
00:33:46
everything's looking good
00:33:48
and i want to go ahead and actually cut
00:33:51
it
00:33:52
right across there and i do need to make
00:33:54
sure i have symmetry on
00:33:55
and boom all right so you can see how
00:33:58
that splits it
00:33:59
there and i will shift right click cut
00:34:02
and i
00:34:03
think i forgot to do the inside of the
00:34:06
shirt as well so no big deal just go back
00:34:08
there cut so that's why it's good
00:34:10
to just kind of select everything double
00:34:12
check your seams
00:34:13
okay you can see here yep everything's
00:34:16
looking good there
00:34:17
on the shirt everything's looking good
00:34:20
on the collar
00:34:21
and then the pants look fine you know
00:34:25
i would probably say actually i'm gonna
00:34:28
select this and shift right click so
00:34:32
because i actually want it to be more in
00:34:34
the center here
00:34:36
then shift right click cut so again you
00:34:38
can modify your seams
00:34:39
we haven't committed to unfolding yet so
00:34:41
everything's fine
00:34:42
so then we can select everything unfold
00:34:46
boom look at that layout look at that
00:34:50
all right great so then just now
00:34:53
we'll start to straighten our uvs out
00:34:55
right because we'll most likely be using
00:34:56
fabric textures
00:34:58
and just quickly quickly just like
00:35:00
rotate these
00:35:02
and i don't want to spend a lot of time
00:35:04
in this tutorial doing that but i'll
00:35:06
just do that real quick
00:35:07
rotate it and move on so you can see now
00:35:09
you have nice clean uvs
00:35:11
okay and of course if you want to see
00:35:13
just kind of how it looks
00:35:14
scale them up verify that it all looks
00:35:17
good and once you're you're done
00:35:18
just relay those out okay so
00:35:21
looks like we're doing really good
00:35:24
the last thing is the hair now in my
00:35:28
case you know i was trying to experiment with
00:35:30
different hair pieces
00:35:32
um what you can do i'm going to probably
00:35:34
just take maybe three of these pieces
00:35:36
here
00:35:37
and as you can imagine they're pretty
00:35:39
much all the same you guys i'm not going
00:35:40
to sit here and unwrap
00:35:42
i don't know how many pieces do i got 25
00:35:45
almost 25 pieces of hair but what i'm
00:35:48
going to do is just select the hair and do a create
00:35:53
and do a camera based again
00:35:57
and we'll go ahead now and select
00:36:00
our edge now in this case
00:36:04
i want i want to keep the front in one
00:36:07
solid texture
00:36:08
and i want to split the back side okay
00:36:11
now by doing that if i shift right click
00:36:13
cut
00:36:14
and then select these two and unfold
00:36:17
boom
00:36:19
all right so the key thing as i go just
00:36:22
make sure to straighten these and rotate
00:36:24
these
00:36:25
you might have sometimes some uvs that
00:36:27
are just kind of like rotated blah blah
00:36:28
blah
00:36:29
as you go rotate them so they're
00:36:31
straight because this is going to make
00:36:32
our texturing life
00:36:34
a lot easier because we're going to take
00:36:36
this guy our little hammer boy
00:36:38
and we're going to put him right into
00:36:39
substance and do a lot of cool texturing
00:36:41
there
00:36:42
okay so unfold and there you can kind of
00:36:44
see these at an odd angle so i just want
00:36:46
to make these nice and straight
00:36:48
that's going to help us later and
00:36:53
same thing here oops make sure not to
00:36:55
transform anything
00:36:57
and you can see guys i planned my
00:37:00
topology at the beginning i planned my
00:37:02
uvs
00:37:04
i have good topology for uvs okay so
00:37:08
if you are having a hard time with this
00:37:11
what that typically means is your
00:37:14
topology
00:37:15
needs to be uh addressed because you can
00:37:17
see i basically just select
00:37:19
one loop and then cut right so i select
00:37:23
one one loop and then cut and then it i have
00:37:26
my my seam
00:37:27
i have everything ready to go if you
00:37:28
have bad topology
00:37:30
if you have issues where you have
00:37:33
triangles
00:37:34
where you don't need them it's just
00:37:37
going to slow down the process okay
00:37:39
so just keep that in mind topology is
00:37:41
incredibly incredibly important as
00:37:43
you're going through and doing this
00:37:46
i'm going to kind of take this hair cap
00:37:47
here
00:37:49
again i have this nice edge loop that's
00:37:50
running all the way around
00:37:52
and i'm going to separate that here
00:37:56
perfect and we have our world x there
00:37:58
and i can do a cut
00:38:00
and do a unfold here so look how
00:38:04
simple that was for this hair cat
00:38:07
okay all right
00:38:13
okay so here we are
00:38:16
and if i go back now and just kind of
00:38:20
select those main three pieces
00:38:21
i believe it was these three you can see
00:38:24
i can just do another layout
00:38:26
and i can start to lay all of that out
00:38:27
together okay
00:38:30
so uh last thing
00:38:33
yeah i mean we have the eyes and the
00:38:36
eyebrows
00:38:37
which again are really simple i guess
00:38:40
relative to everything else
00:38:42
but we'll make sure to finish this off
00:38:44
so we can do a camera based here from
00:38:45
the front
00:38:47
and i believe this is
00:38:50
uh one combined object with symmetry
00:38:53
you can see i have the backsides deleted
00:38:55
which is going to make unwrapping easy
00:38:57
i already did that beforehand so i can
00:39:00
simply go ahead i don't need to do
00:39:02
anything aside from unfold
00:39:06
and look at that you can double check
00:39:08
make sure there's no skewing
00:39:09
things looking good and then for our
00:39:11
eyes
00:39:12
okay what you want to do i mean i can
00:39:15
maybe
00:39:16
maybe do these together since they're so
00:39:17
simple is
00:39:20
i'll turn off this is
00:39:23
select essentially where the pupil and
00:39:25
the iris is
00:39:27
and that's where you know i know i'm
00:39:29
gonna do some texturing
00:39:31
for some colors and we're gonna cut
00:39:32
those uvs
00:39:34
and look at that i can start moving some
00:39:36
things around
00:39:37
things are looking good and i need to
00:39:39
make sure to
00:39:40
split the sphere you know just like a
00:39:43
cylinder
00:39:44
as it's making its way around and cut
00:39:47
off the caps that's really just
00:39:49
the best way to approach it okay
00:39:52
um if you also find yourself you know
00:39:55
unable to get rid of distortion
00:39:58
and whatnot add more seams really that's
00:40:01
what it comes down to
00:40:02
is just adding more seams um you know
00:40:05
not going crazy not doing like an auto
00:40:07
unwrap equivalent but
00:40:08
the more complex the object the more
00:40:11
seams you're just naturally going to
00:40:12
have so
00:40:13
don't feel like you have to avoid it at
00:40:16
all costs
00:40:17
okay all right there's our eyeballs so
00:40:20
gonna kind of put those together all
00:40:23
right
00:40:24
and we'll select those lay those out
00:40:27
great okay now if you were so inclined
00:40:30
to
00:40:31
what you can do like if this is a game
00:40:33
character
00:40:34
and you're like you know you have your
00:40:36
notes to combine everything
00:40:38
on one 2k map well simply select the
00:40:41
entire character
00:40:42
let's get our big eyebrows here right
00:40:44
and do a
00:40:46
layout now keep in mind i don't have the
00:40:49
hair
00:40:50
fully unwrapped but here we are and you
00:40:53
can see now
00:40:55
okay that things are looking um
00:40:58
really good so you know we can do our
00:41:01
final pass where
00:41:03
we can go ahead maybe if we wanted to
00:41:05
just quickly
00:41:07
do a fong material and grab
00:41:10
our color file and let's plug in that
00:41:14
checker map that we have
00:41:17
which is just going to be our uv checker
00:41:18
board
00:41:20
and we can place 2d text texture
00:41:23
and there we go and you can maybe do a
00:41:26
by 8
00:41:27
whatever okay and you can see
00:41:30
now the
00:41:34
there's some things that we have to make
00:41:35
sure to scale and make sure to fix
00:41:37
it's not a big deal what you can do is
00:41:39
select something like the shirt
00:41:41
okay and go to transform
00:41:45
and you can do a textile density
00:41:49
on maybe a 2k map size
00:41:53
and then on everything else
00:41:57
set that textile density and look at
00:42:00
that
00:42:01
it went ahead and set the text density
00:42:03
on everything
00:42:05
okay so we have our shirt here then you
00:42:07
can go down to
00:42:08
relay out everything and then we're
00:42:11
back or it looks like
00:42:15
it's still shrinking the body yet okay
00:42:17
so
00:42:18
real quick the reason why we were having
00:42:20
some scaling
00:42:21
issues on textile density issues was
00:42:23
because
00:42:24
this parent group here with the
00:42:26
character group
00:42:27
has some scales on it so in order to fix
00:42:31
that just select
00:42:32
the character group freeze
00:42:34
transformation
00:42:37
here without center pivot freeze
00:42:38
transformation and
00:42:40
once you do that okay then you'll have
00:42:42
no issues going in
00:42:44
now i can select these objects really i
00:42:47
can select everything
00:42:49
right because let's say maybe the shirt
00:42:52
is what i want to use as the
00:42:53
target textile density so i can use that
00:42:56
as a
00:42:57
get here so get that as a textile
00:42:59
density and scale
00:43:01
select everything set that
00:43:06
there we go so i can click off of that
00:43:09
you can see everything is the proper scale now or
00:43:12
textile density so i can go ahead
00:43:14
maybe for the character do that layout
00:43:16
that i was talking about
00:43:18
and everything will scale properly glad
00:43:20
we caught that little
00:43:21
issue but uh yeah let's move on
00:43:25
oh and here's the accessories the hammer
00:43:27
and we'll i'll be creating this
00:43:29
character with about two to three
00:43:31
uv texture maps all told so
00:43:34
um that'll be kind of a fun process so
00:43:36
again went through
00:43:38
and we're sitting at about you know you
00:43:40
know somewhere around 40 minutes here
00:43:42
um which isn't all that bad to take an
00:43:45
entire character from beginning to end
00:43:46
so
00:43:47
again if this was helpful a simple uh
00:43:49
like would be very helpful throw down a
00:43:51
comment
00:43:52
if you you have any tips that could uh
00:43:54
help
00:43:55
uh you know even myself or anyone else
00:43:58
kind of going through this
00:43:59
um subscribe is always nice as well so
00:44:02
i will see you guys later thanks bye

Description:

This tutorial will take you through the entire process of unwrapping a character in Maya. Once you get through this tutorial, you will be able to unwrap any type of model or character going forward. Check out the time stamps below to to jump to any part in the tutorial where you may want to focus on a specific part of a character. Model available for download on the Artstation Store here: https://www.artstation.com/a/1615638 Professional Website: https://onmars3d.com/ Gumroad: https://onmars3d.gumroad.com/ Artstation: https://www.artstation.com/onmars3d Instagram: https://www.instagram.com/onmars3d/ Software used in Tutorial: Autodesk Maya 2020 ----------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------- Table of Contents 0:00 Introduction 0:53 5 Key steps to unwrapping characters 1:46 Delete UVs 2:35 UV Mapping the Character Body 11:30 UV Mapping the Characters Head 15:45 UV Mapping the Gloves/Hands 21:10 Understanding UV Distortion 23:25 UV Layout Settings 24:55 UV Mapping the Boots 28:00 Using Your Own UV Checker Board 30:00 Mirror UVs to Save Time 31:24 UV Mapping the Clothing 35:25 UV Mapping the Hair 38:30 UV Mapping the Eyeballs and Eye Brows 40:40 Packing and Laying out the UVs 41:30 Fixing UV Scaling Issues 43:25 Conclusion ----------------------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------

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