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Should I UV map before rigging my character?
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  • arple
  • Posted: 09 January 2010 10:14 AM
  • Total Posts: 32
  • Joined: 04 August 2009 03:36 PM

If I wanted to rig my character with for example IKs and contraints do I need to map for UVs or any kind of texture before I do it or can I do it in any order.

Basically my character is modelled, but I’m not sure if I should texture it first and then rig it or vise versa. Or does it not really matter which order it is done in?



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  • geofffox
  • Posted: 09 January 2010 12:33 PM

I would work on a version of each for a while, you should soon see if any obvious issues arise…



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I would strongly suggest laying out your UVs before you progress with setting up your character.

Having you UVs laid out is really helpful when it comes to character setup because it allows you
to save out your skin weight maps...which is good have in case you need to rebind your skeleton.
It also serves as a backup for all the time spent painting weights.
(There are scripts and plugins to save weights without needing UVs...which I would recommend getting if you really want to put off laying out your UVs till later.)

Also, when rigging/skinning I find it helps to have some sort of texture on a character (even a simple checker pattern) to help spot areas where there’s too much stretching.

With all that said, there is no required progression.
I wish you all the best with building your character.
~Ben



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  • mwk
  • Posted: 09 January 2010 05:36 PM

very good advice.  just finished binding, and now must unbind in order to do uv texturing.  does anyone know if i can export my skin weights, unbind the skeleton, do all my UV texture mapping on the skin, re-bind the skeleton, and re-import those original skin weights?

thanks in advance,

mike



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/userdata/avatar/bksn0s61e_thnkr100x100.png

That works if you use Keep History on Skin > Detach.

Author: THNKR

Replied: 10 January 2010 04:22 AM  
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  • arple
  • Posted: 12 January 2010 08:53 AM

Thank you for the replies and advice. I will uphold to this.



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