Sunday, July 13, 2008

Ascension: Light Map UV Sets


Creating a 2nd UV set for a Models Light Map

This tutorial assumes the reader has intermediate knowledge on how to UV polygonal models using Maya. In it I will show how I create and layout a 2nd UV set for use as the model's Light map.

Step 1: Select the model you’d like to create a new Light Map for. I've chosen this wall section for the Mars Colony Space Station.

Step 2: Create a new UV set for your model using an Automatic Map

Polygons – Create UVs – Automatic Mapping Options

Select the following options:

  • Planes: 6
  • Optimize for: Less Distortion
  • Shell Layout: Into Square
  • Scale Mode: Uniform
  • Shell Stacking: Bounding Box
  • Spacing Presets: Change this to the size map you’re going to use
  • Create New UV Set: Yes
  • UV Set Name: LightSet


Step 3: Navigate to the UV Texture Editor, and select all edges, then Cut UV Edges

UV Texture Editor - Cut UV Edges

Step 4: Select all edges, then use the Layout Options

UV Texture Editor - Layout

Select the following options:

  • Layout multiple objects: Non-overlapping
  • Shell Layout: Into Square
  • Scale Mode: Stretch to Square
  • Shell Stacking: Shape (Note that when I took the screenshot, I still had bounding box selected. Using Shape as opposed to Bounding Box appears to produce better results)
  • Rotate: None
  • Spacing Presets: Change this to the size map you’re going to use

My finished product is shown below, yours should appear similar. Unlike a color or normal map, our UV edges don't necessarily need to lay out together. This is because we will be using a Batch process to generate the lighting. To create your new light map, add lights and do a Batch Bake using Mental Ray. Hope this is helpful!

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