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September 2001
Chicken Head Setup
by Kris Kapp -- Addendum -- More UV Mapping Fun with the Chicken
(Your first dance
with the chicken? Get caught up with the first chicken scratch
here)
ChickenHead
Home
Last time I showed an example of how to generate
UVs for a nurb-to-poly object by using the chicken’s head as an example.
I did it that way because I was having hard time working with Maya’s UV
tools. Maya does some strange things with the way it does its cylinder
mapping, and I ended up laying out the UVs for the head pretty much by
hand.

Manual creation of UV’s.
I thought I would try some of Maya’s tools to
see if I could get better results. I duplicated the head and worked on a
copy. First I selected the vertices at the top of the duplicated head
and at the base of the neck. Then I did a Polygon Average Vertices
operation to get this:

Average Vertices
This will give it a little less stretching with
the texture map at ends of the model when I create a projection map.
Then I created a cylindrical texture map and gave it a 360-degree sweep.
Now here is where Maya gets freaky. Here is the result that I got:

Wacked out UVs
The UVs don’t seem to have a seam at the back.
But if I change the value of the projection map’s rotate Y attribute to
.1 the UV’s snap into place.

Better UVs
Then I "fixed" the UVs on the inside of the eye
sockets where they overlap and lined up the edges by selecting and
moving the UVs. Next I normalized the UVs to make them fit within 0 to 1
texture space and transferred them back to the original head.:

New UV map applied to original head.
This way is a lot faster and I got better
results. There also seems to be a bug with the UVs scrambling
themselves. There was a thread about this on the Highend3D mailing list
and I think it was Byan Ewert who posted this fix:
file://--------------------------------------------//
>
> MovePolygonComponent; // add a layer of non-UV history //
> changeSelectMode -object; // force UI back to object mode //
> delete -ch;
>
> file://-------------------------------------------//
Run this before you save the file or export the
mesh. This is for Maya v3, I haven’t used Maya v4 enough to see if there
still is a problem.
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BIO
An award winning animator and game industry veteran, Kris Kapp has
done it all from low poly modeling to cinematic cut animations. He was
awarded most outstanding portfolio in his graduating class, and, more
recently, Kris was nominated for the 3D Designs Big Kahuna award in the
category of best story telling. Along with serving as layout supervisor
on the animated short "Major Damage," Kris recently founded his own
animation company, Risk Studios. Indicative of his studio name, Kris is
also a pilot and a champion motorcycle road racer.
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