You come to cmiVFX for HIGH END INSTRUCTION. We strive to expose our viewers to powerful, rare techniques. In film production there are a few applications that are not widely known by the general public but are relied upon in production. cmiVFX feels we owe our viewers an education that prepares one for a professional VFX position. In this light we offer HEADUS UVLayout.
Headus UVLayout is currently employed for production in: Dreamworks, SOE, Turbine, Ubisoft, Weta Digital, Imageworks, Digital Domain, ILM,
Pixar, Blizzard, MPC, Double Negative, The Bleak Team AND a bunch of EA studios.
Chapter 1 - Don't Panic!
This chapter covers UV mapping concepts, Seam Strategies and Pipelines... And NOT PANICKING! We cover things here in a more general manner to get you comfortable with the concepts before introducing the tools.
Chapter 2 - The Basics
Opening things! Load options! and Crashing the program OH MY!
This chapter we're going to go over what I will cover, what I won't cover and how not to get yourself so turned around backwards that the program looses its mind.
Chapter 3 - Quick Start - The Ball!
Wheee! We're UV mapping a ball. Actually we're doing a throw you in the deep end quick and dirty on the interface, so hold onto your hats and let's get started.
Chapter 4 - The Tires!
This section we work on two different ways to UV map the tires. Yeah Tires! Yeah it's simple but this lesson also gets you used to the tools so it's more natural in its flow.
Chapter 5 - The Interior
This section works on the interior which does a little organics and covers lock, symmetry and pack. We'll cover a little organics, as well as strategies on dealing with irregular areas.
Chapter 6 - The Hubs
More complexity means more strategies. Here I show you what works, and what doesn't work. In doing so you'll learn many different attack methods for UVMapping.
Chapter 7 - The Exterior
More tools and tricks are covered here with a special look at Symmetry again and a few more ways to use it as well as a bit more packing. Don't panic, it may look difficult but you've already done most of this before.
EXTRA 1 - Modo Pipeline
Importing the UVMap back into your pipeline via modo.
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