Thread: Sub D UVW mapping workflow question

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  1. #1 Sub D UVW mapping workflow question 
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    I recently decided to get my hands dirty for the first time using Sub D's and am not to far off finishing my first model using this method of modeliing.
    However I have noticed that UVW mapping for Sub d's is somewhat limited when compared to say poly mapping, with sub d's only having planer and automatic mapping.
    Just wondering if there is a best practice method to map sub d meshes?
    Use the tools available to you in sub d?
    convert to poly's and the take it from there?
    Perhaps even duplicate the sub d mesh then convert this to poly's, lay out the uv's and then paste the uvw's to the sub d mesh?

    Or is it a case each to their own on this on one?
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  2. #2  
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    If you're using Maya, avoid using the "sub-d" toolset at all... barely anyone uses it anymore and it's very limiting.

    The workflow nowadays is to do straight-up poly modeling and use Mental Ray approximations (or Renderman Sub-D flags). This has the benefit of being much quicker and more flexible... plus it's the same workflow as when you're working with displacements in ZBrush or Mudbox, and it's very very quick to interact with in the viewport.

    Just fire up Maya help and do a search for approximation editor, that'll put you on the right track.

    Another option, if you're using Maya 2008 or newer, is to just hit the "3" key with a model selected and it'll give you a sub-d preview in the viewport (turn it off by hitting "1") that you can render for tests.

    --T
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  3. #3  
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    Ahh cool, I was completely ignorant of this way of doing things, thanks for sharing.
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  4. #4  
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    Quote Originally Posted by tharrell View Post
    The workflow nowadays is to do straight-up poly modeling and use Mental Ray approximations (or Renderman Sub-D flags). This has the benefit of being much quicker and more flexible... plus it's the same workflow as when you're working with displacements in ZBrush or Mudbox, and it's very very quick to interact with in the viewport.

    Just fire up Maya help and do a search for approximation editor, that'll put you on the right track.

    --T
    Ditto on this. It will save you if you have plenty of characters and sets that are animated and rigged. Let the renderer do your work when it's time to print your frames. Just make sure you learn how to use it.
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