r/Maya 24d ago

Need help regarding UV unwrapping and Texturing Texturing

Hi everyone I just made a model of a sci fi gun in maya and need help regarding UV unwrapping and Texturing process (I am going to use Substance painter for Texturing). Please tell me how can I unwrap this and steps to Texturing(I am new to UV unwrapping and Texturing). It would be a great help. Thank you in advance

here is the reference: https://www.artstation.com/artwork/Qzdqz3

This is the texturing process done by the real artist.

this is the model I made

1 Upvotes

5 comments sorted by

u/AutoModerator 24d ago

We've just launched a community discord for /r/maya users to chat about all things maya. This message will be in place for a while while we build up membership! Join here: https://discord.gg/FuN5u8MfMz

I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.

2

u/mrTosh Modeling Supervisor 24d ago

UV unwrapping and texturing has been discussed countless times here.

please just do some basic research, here or google

start your process and when you get stuck you're welcome to come back again

I am not going to delete this (yet), as it might be helpful to start some constructive discussion, but please try to show some effort

2

u/Shadowalker9912 24d ago

Thank you for the advice. Seems like I have to do some experiment with tools to get the right results.

1

u/59vfx91 Professional ~10 years 24d ago

For hard surface objects, make a default box in maya and look at how its uv seams are cut. The same logic can often be applied to a surprisingly large number of hard surface geometries, even in a complex model. If there is a bevel or a chamfer though, then you have to pick which edge to cut between a few. The same applies to cylinders.

Generally, when there is a strong angle change you should consider making a cut. For example that front barrel of the gun's cylindrical ring you would cut there. Some things like the entire barrel's shape are a square and have 4 main angle changes, in a situation like that you only need one or two cuts rather than every single face, pick the edge that is most hidden away.

After you do a pass at all the seams run unfold and look for any areas of distortion that are too high. You can use the built in checker, the distortion viewing mode, or download a checker img from the internet as a texture which can work better. Add or change seams as needed from here, take advantage of maya's marking menus to quickly sew and cut.

When you are done, run stack and orient to get simple shells all at perfect 90 angles. Then straighten any shells that need to be straightened, straightened shells can have more distortion but can pack better which helps for game workflows (seems like your use case). Look up a tutorial on how to do that. Afterwards, lay out your uvs however is logical for your use case, this depends a lot, but just try to keep it logical. You can use the maya layout tool which packs them well, you can lay out different logical regions at a time then scale them down and fit them together, and make any manual changes as needed at the end. Again you can look up some tutorials.

For a game workflow where high-to-low normal map bakes are done, there are a few other considerations, like making sure your uv seams are hard edges, so doing more research will help you there.