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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
How to transfer UVs and perform final cleanup of your model in order to prepare it for rigging.
Type:
Tutorial
Length:
4 min.
Transcript
00:03
Now because of the simple pattern in this area, it isn't immediately noticeable,
00:09
but we need to keep to the original UV layout because changing
00:12
it will affect the other texture maps like the normal map.
00:15
For example,
00:17
let's quickly bring back the original model and compare.
00:22
OK. So we can see some stretching here
00:25
compared to here.
00:28
We can quickly fix that though using the original model.
00:31
So it's a good thing where you copied it,
00:33
select the original model and then add the edited one to the selection.
00:39
Now go to mesh
00:40
transfer attributes and open the options.
00:44
This tool will copy elements of one model to another.
00:48
So we can use it to copy the UV layout.
00:51
The main setting we need is this one UV sets
00:54
set to all or current depending on the model.
00:57
But all is a safer bet.
01:00
Let's just use world as the sample space because these models are in the same place
01:05
and click apply.
01:07
You may need to rewind to see it.
01:09
But those star patterns moved back to the original position.
01:12
So the UVS are now fixed.
01:15
OK. Let's turn off the texture and continue working.
01:20
I'm just going to speed this section up
01:21
slightly because we are just repeating the process.
01:24
And I don't want the video to drag on and on.
01:27
All I'm going to do is repeat the same process,
01:30
add edge loops to help remove the triangles
01:34
soften the surface normal.
01:36
And then we're just gonna use a relaxed tool again to even out the vertices.
01:41
And then finally use the transfer attributes tool to update the UVS.
01:47
I've spent some more time updating the topology.
01:50
So you can see it's a lot cleaner and will deform in a much more predictable way.
01:55
It's always best to try and make the edges of your model follow natural muscle lines.
01:60
But it's also useful to follow crease areas too when working on clothing.
02:05
Like you can see here around the hips.
02:09
The topology is much better here too.
02:12
I also added an extra edge loop to the knees to allow for the defamation
02:17
and into the knuckles too.
02:21
Now, there are plenty of other areas that need cleaning up,
02:23
but I didn't really have time.
02:25
So I just focused on the main areas for now,
02:28
I may update the model later on as we work on the different areas of the rig,
02:32
but we'll see how we go.
02:36
So that's the general body topology. And yes, this is a game model.
02:39
So it should be optimized,
02:41
but you should never sacrifice how the model deforms.
02:44
So you can squeeze out a few more polygons.
02:47
Speaking of optimization.
02:49
Another area that needs looking at is this buckle.
02:52
There's far too many polygons here,
02:54
especially for something that isn't seen close up.
02:57
I'm getting distracted though. This won't affect how we come to rig it.
03:01
But it's another thing to keep in mind if you're building a model,
03:05
a good way to judge how many polygons you need to use in a
03:08
model is to see how close that area is going to be on screen.
03:11
If it's never going to be really close to the camera,
03:14
then you don't need lots and lots of polygons.
03:17
So in comparison,
03:19
this area works well because you do need
03:21
those details around the outside of the circle.
03:24
So those extra polygons are needed here.
Video transcript
00:03
Now because of the simple pattern in this area, it isn't immediately noticeable,
00:09
but we need to keep to the original UV layout because changing
00:12
it will affect the other texture maps like the normal map.
00:15
For example,
00:17
let's quickly bring back the original model and compare.
00:22
OK. So we can see some stretching here
00:25
compared to here.
00:28
We can quickly fix that though using the original model.
00:31
So it's a good thing where you copied it,
00:33
select the original model and then add the edited one to the selection.
00:39
Now go to mesh
00:40
transfer attributes and open the options.
00:44
This tool will copy elements of one model to another.
00:48
So we can use it to copy the UV layout.
00:51
The main setting we need is this one UV sets
00:54
set to all or current depending on the model.
00:57
But all is a safer bet.
01:00
Let's just use world as the sample space because these models are in the same place
01:05
and click apply.
01:07
You may need to rewind to see it.
01:09
But those star patterns moved back to the original position.
01:12
So the UVS are now fixed.
01:15
OK. Let's turn off the texture and continue working.
01:20
I'm just going to speed this section up
01:21
slightly because we are just repeating the process.
01:24
And I don't want the video to drag on and on.
01:27
All I'm going to do is repeat the same process,
01:30
add edge loops to help remove the triangles
01:34
soften the surface normal.
01:36
And then we're just gonna use a relaxed tool again to even out the vertices.
01:41
And then finally use the transfer attributes tool to update the UVS.
01:47
I've spent some more time updating the topology.
01:50
So you can see it's a lot cleaner and will deform in a much more predictable way.
01:55
It's always best to try and make the edges of your model follow natural muscle lines.
01:60
But it's also useful to follow crease areas too when working on clothing.
02:05
Like you can see here around the hips.
02:09
The topology is much better here too.
02:12
I also added an extra edge loop to the knees to allow for the defamation
02:17
and into the knuckles too.
02:21
Now, there are plenty of other areas that need cleaning up,
02:23
but I didn't really have time.
02:25
So I just focused on the main areas for now,
02:28
I may update the model later on as we work on the different areas of the rig,
02:32
but we'll see how we go.
02:36
So that's the general body topology. And yes, this is a game model.
02:39
So it should be optimized,
02:41
but you should never sacrifice how the model deforms.
02:44
So you can squeeze out a few more polygons.
02:47
Speaking of optimization.
02:49
Another area that needs looking at is this buckle.
02:52
There's far too many polygons here,
02:54
especially for something that isn't seen close up.
02:57
I'm getting distracted though. This won't affect how we come to rig it.
03:01
But it's another thing to keep in mind if you're building a model,
03:05
a good way to judge how many polygons you need to use in a
03:08
model is to see how close that area is going to be on screen.
03:11
If it's never going to be really close to the camera,
03:14
then you don't need lots and lots of polygons.
03:17
So in comparison,
03:19
this area works well because you do need
03:21
those details around the outside of the circle.
03:24
So those extra polygons are needed here.
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