View Full Version : Maya Preserve UV's?
06-28-2006, 01:44 AM
Anyone knows if there is there a function in Maya 7 similar to Max's Preserve UV's?
06-28-2006, 06:12 AM
Remind me again preserve UV's for what purpose ? i know my way pretty well in Maya, why do you need this function ?
06-28-2006, 09:21 AM
uhm preserve UV's works so that you can make geometry changes to E-Poly objects while keeping UV coordinates intact. Then you can make adjustments to the geometry of your model without having to manually edit the UV's.
Im sorry i should have been clearer on the functionality of the tool heh. Imagine most people are versed in one of the program rather then both.
06-28-2006, 09:56 AM
Not that I'm aware of. I haven't been using 7 for that long though. Maybe check on highend?
06-28-2006, 12:29 PM
Every software NEEDS this feature. I wouldn't want to live without it.
06-28-2006, 12:35 PM
Yeah, I totally agree. I still remember the first time you showed it to me Sinister.
06-28-2006, 08:10 PM
Please explain clearly what this does. Are you saying you can lock the uv and move the vert without distorting your uv map?
06-28-2006, 09:52 PM
pretty much as you move a vert to the left, it moves the vert also on the uvmap at the same time so the texture stays undistorted, theres certain instances that it is still unperfected.. but its still a damn handy toool
06-29-2006, 04:37 AM
I've found the best way around the "underpectness" is to completely triangulate (temporarily) the area you're having problems with. It keeps it from distorting oddly. Huzzah.
06-30-2006, 05:15 PM
I think you will find that deleting an edge that is not a UV border edge, using the "delete edge" command; Maya7 will preserve UV's (or as per; the "delete vertex" command). Earlier versions do not preserve uvs.
While we are on the subject, I would like to know if anyone else recognises how silly it is that the bevel command does not create UVs accordingly!?
06-30-2006, 07:16 PM
maya has always had the shittiest bevel tool ever devised by man
07-01-2006, 05:47 AM
I would like to suggest that it was, infact, devised by the devil
07-02-2006, 06:05 AM
no, the devil was too busy working on byron's free maya bevel plugin. that one erased every single chunk of uv coordinates from your entire mesh as soon as you beveled something. /images/graemlins/laugh.gif
07-02-2006, 10:00 AM
Agreed, Byron is shit and so is MJ, they are junk. Now that we have completed departed from the original subject does the max bevel preserve uv's?
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Now that we have completed departed from the original subject does the max bevel preserve uv's?
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Yep, it does. Can get a little stretchy if you bevel (chamfer) along a UV seam though.
EdgeChEx (free plugin, muuuch nicer, all-quad bevelling) does an even better job of preserving original UV's.
07-03-2006, 05:09 AM
yes, bevelling in max sometimes manages to keep the uv's /images/graemlins/wink.gif
i'm off to trying out that plugin. thanks mop!
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