Look up the unfold ad video on YouTube, there's a step by step of what is
what. The bonus tool itself basically spares you from creating a host
projection and saves you one in cutting the seams. Personally I don't
bother with it, it only saves you a couple minutes on any given model with
multiple sets.
On 7 Sep 2014 04:23, "Manuel Huertas Marchena" <[email protected]> wrote:

> Yes I am very familiar with uvlayout of course! I was just a bit confused
> with the bonus tools for 2015,
> though it was a new addition, when it is the contrary. I see well now, I
> ll take a look at the
> link! thanks for taking the time explaining :)
>
>
> > Date: Sat, 6 Sep 2014 13:59:05 -0400
> > Subject: Re: maya uv tool broken?
> > From: [email protected]
> > To: [email protected]
> >
> > Hello,
> >
> > Unfold3d is build directly in Maya 2015 and accessible directly from
> > the UV Editor menu.
> > Then, there is a Bonus Tools which is a mel script that takes you
> > step-by-step into setting up things and then call unfold. That's not
> > a new tool, but it's been updated to use the new Unfold3d. I figured
> > that if you knew how to use Softimage's Unfold3D you may not need the
> > Bonus Tools.
> >
> > It's worth checking out all the changes in UV Editor and unfolding in
> > the two separate sections here:
> > http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling
> >
> > The team has studied UVLayout; going to it shouldn't be necessary for
> anything.
> >
> > On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena
> > <[email protected]> wrote:
> > > "I don't know The bonus tool predates 2015 and the new workflows ."
> what
> > > do you mean? sorry it might be obvious but usually
> > > I use uvlayout for this type of task, so I am trying to find the
> "best" way
> > > to approach uvs inside maya to rely less in uvlayout for simple geo.
> > > My approach in xsi was usually do all ("simple geo") uvs in xsi and
> complex
> > > geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now
> > > replacing xsi for maya and will like to keep the same workflow. So if
> the
> > > "uvtool" is supposed to be "the new way" of unwrapping meshes in maya
> > > 2015, I was asking why is not included by default? but again being a
> bit
> > > new, I am surely missing something obvious :)
>

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