| Using the UV Texture Editor |
Mapping Harvey’s
hand |
||
Here some steps I took to create the UV sets for mapping Harvey’s hand
The first step I took was deciding what level of detail I wanted and the color scheme. With Harvey, I wanted semi-realism but not photo-realism. So I created a short list of detail areas:
- Fingernails
- Finger joint folder (top)
- Palm wrinkles
- Discolored (lighter) portions along the left wrist (watchband protected the skin from sunburn for example).
- No hairy arms or freckles
- High yellow tones
Having reviewed my list, I set out to set up the UVs for these areas.
1. The first step for UV mapping was to get a generalized layout. So I selected the geometry and hit Automatic Mapping (Edit Polygons > Texture > Automatic Mapping).
2. This gave me a pretty good layout (lucky) but I need to set up the detail areas like the finger joint folds.

3. Next I selected each finger and created a cylindrical projection and moved the new projection off the original creation point in the UV Texture Editor. Some UVs were flipped and overlapping themselves, so I rotated them until they were no longer overlapping.

4. I continued this process until I have UV mapped all the fingers, the back of the hand, the palm and the wrist.

5. Next I scaled and moved all the UV sets back into the top right quadrant.

6. I output the faces as a texture map use the UV Snapshot function (UV Texture Editor window, Polygons > UV Snapshot) using 256x256 resolution, white color value and a Targa format.
7. In Photoshop, I scanned my hand to get the appropriate textures I needed for this surface (why draw it when you already have it at hand?).
8. I made the outline layer (the UVs I just set up) as a locked layer. You never want to work on the same layer an your UV sets! I renamed this layer to UVs.

9. Next I labeled each region as to what it was.

10. I created another layer and moved it underneath the UV sets. I then flooded this layer with the base color of the hand and renamed the layer to base-color.
11. Next I took my scans of my hand and manipulated them to work with the image size of the arm UVs.
12. Periodically, I saved the layered file as a Photoshop PSD.
13. I bounced back and forth from Maya and Photoshop to make sure I was detail the right areas (the edge of the middle finger for the fingernail, the middle edge of the index finger for the skin folds, etc.).

14. Once I was done drawing up the details of the hand, I saved the file one last time with all the layers as a PSD. Then I turned off the UV layer and flattened everything disregarding the hidden layers. I saved the file as a Targa with 24-bit color depth. I named the file arm_R_map02.tga.
15. And finally, I went back into Maya and linked my shader to this new file. From here, I can use the same UV map to lay my bump map, specular map and anything else I may need for this project.