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What Do "Good" UVs Look Like?


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Hi All,

I am working with a MakeHuman model which has UVs. I have not done a lot with UV mapping but I just wonder if anyone can give any feedback on the quality of the UV layout on this model. Overall it seems like the UVs are a bit "horsey" and large with stretching and non-tiling portions present.

Would these UVs be "ok" in a professional production or would they need to be re-worked. Assume this is supposed to be a "hero" character.

If fix-up is needed, what tools are typically used to unwrap humans?

Thanks

post-12295-0-53128000-1450362757_thumb.j

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Those are really streched as hell and very bad.

I would unwrap in a way that you get seams on the back, or under your armpits, etc. - where you don't see it the most time in your shots.

Software to unwrap as you like I would say. I use for such task 3d-coat and blender. But maybe you need something more advanced if you plan to use udims for your maps. Maybe you won't need it at all if you have ptex at your hands. Houdini and 3D-Coat both can work with ptex formats. With 3D-Coat you can bake between uv's and ptex in both direction I think.

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I'm not sure if this is a problem yet, but I can foresee it as a problem. The mesh comes directly from MakeHuman in the FBX format. I want to make several different meshes so it would be nice if I could have a general fixup that would work the same way for each new character I crank out. Also, if I tweak an existing character I don't want to have to go back and fix UVs again.

So my question is about bone weighting and binding. Say I take the mesh out of MakeHuman as an OBJ and fix it perfectly in Blender. Then what? I am using the FBX export from MakeHuman to retain the bones. How would I get the UVs from an OBJ to the FBX assuming the topology is not mangled somewhere in the multiple transfer process.

 

I am still new to character work and I am trying to come up with a workflow that will allow me to go back into MakeHuman and change settings, re-export and still have the UVs and textures look good without another full blown UV edit session per character.

 

Here are a couple of fixup attempts inside Houdini but neither one is 100%.

post-12295-0-40628200-1450383861_thumb.j

post-12295-0-85157300-1450383868_thumb.j

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you can use the Attribute Copy SOP to copy uv from one mesh to the other - if they are exactly the same topology (point/prim count and point order), if not then you can use the Attribute Transfer.

 

I've done this kind of thing 1000s of time so please post back any issues you might have

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