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Tutorial showing the fastest and easiest way to UV map using the new tools in Maya 2018 combined with a special workflow I developed to speed things up further.
Link to this post!
39 responses to “UV Mapping Fastest and Easiest Way in Maya 2018”
Hey everyone, I've released a free update to this script. To get the update simply download the script again from gumroad. You can see a demo of the new features here.
What if nothing happens when you press d? Maya 2019
Hey Malcolm. I purchased your UV mapping Toolbox for Maya script last week. I'm using Maya 2018 and I updated to service pack 6 as instructed but the script still won't appear on the shelf. I'm not sure what to do. Any help would be awesome.
will you make an updated version for 2019? I already purchased it though 🙂
do you think xnormal is still usable ?
I noticed you have two different UV tools, UV mapping toolbox and The Fastest and Easiest Way to UV Map in Maya
, are they the same or one is an all in one?
Hi Malcolm341, i'm using your update 2019. i'm finding after the update 2019.1 maya your tool makes a cut shell disappear. I uninstalled Maya and tested with 2019 and it works, but 2019.1 breaks. What maybe wrong? Here's the maya discussion https://forums.autodesk.com/t5/maya-modeling/uving-simple-cube-breaks-shells/m-p/8865220/highlight/false#M25264
How are the uv shells snapping into layout automatically? (very helpful tutorial, thank you!)
Does anyone know why I can cut things out but they always end up being distorted or not changing at all after I press D?
Great tutorial! The button "d" hotkey does not work for me when unfolding. Any ideas? I am on Maya 2019. Cheers!
Hey man thanks for all your videos ! I'm not really a big fan of Maya, but your teaching method as well as working smart not hard suits me very well and you've definitely helped me simplify a lot of things that frustrated me.
Not sure where to write this suggestion.
Is it possible to write a script which would allow to select UV Edges in Maya 2018 UV Editor?
By "UV Edges" I mean mode which would allow us to select edges without automatic selection of corresponding edges on other UV islands as well.
Often it is much easier to select an edge than vertices.
and thanks a lot 🙂
hello sir, I made the same model you have, all goes okay, but for the upper and down parts it gave me this error (// Error: Unfold3D error: vector<T> too long // )
Hey Malcolm, Great Video, I have a question though…. When I use the 3D cut and sew tool when pressing D to unwrap the shell, Maya unwraps each shell to take up the entire 1-1 space in the UV window. Unlike in your video where it is spacing them out to some degree even before you've run your script. Is there some setting to achieve this? I'm running 2018
Hi Malcolm ! I really want to buy this in the gumroad website but it wont allow me to pay is there anyway I can pay you and receive this script or the whole bundle you are offering in Gumroad?
Fantastic script. I use it all the time.
Did you see the bonus tools auto unwrap in 2019? It's really really good for a start as well…
The only problem I am running into is that the UVs aren't really changing colors when I separate sections of the object. I would really like to replicate the 3D Coat experience but I can't really visualize what I am doing efficiently without that color coordination.
When you hit 'D' to unfold your shells, how are you getting them to automatically straighten and fit themselves to your UV editor map? Mine just overlap each other all over the place by default.
SOLVED In case anyone else has this problem:
1) In the UV Editor window go to MODIFY > LAYOUT [Options checkbox]
2) Under the 'Shell Pre-Transform Settings' section turn on SHELL PRE-ROTATION (Vertical / Horizontal, whatever your preference) and turn on SHELL PRE-SCALING (Preserve 3D ratios)
3) Under the 'Layout' section set SHELL PADDING to adjust the allocated space between shells (malcom341 has suggested 6 or more)
4) Click LAYOUT UV'S
Roadkill from the 80's? Wow dude. LOL!
Thanks & Subscribed
// Error: Unfold3D error: Invalid mesh input: Two polygons are connected by their interior edges.
I like maya. Its a powerhouse on rendering and animation, but geometry and UVs…? Max is king. Maya is lame and laggish on geometry control operations. Max on the other hand, is powerfull and flexible on geometry control… By the way… Autodesk… would you put some coin on it, and merge those fucking two together already?!… Thankyie…
When I start clicking the shells and pressing D to unwrap, it unwraps them on the right panel all on top of each other :/ why is that?
Can you give me the script please I am a student of animation👼..
Dear god thanks! Now I can actually do some proper work!
Wow, I didn't even know this existed. Thank you!!
So in your UV editor you have everything snapping prettily into your 0-1 automatically. How do I get that?
i am going over all your scripts, and holy shit, this script saved like 30 minutes of exhausting uv mapping, why did i not find you before, you sir are a lifesaver. hats off to you
Your a life saver!!! Thank you!!
unfold and rizom users laughing hard
What about padding while unwrapping?
hi there is a bug in script page.. they are asking me for money..i am poor 3D artist
Hello Malcolm. Do I get all these features if I purchase the $7.99 package? The "shelf_uvMapper_2018"
Thank you so much, man. This is awesome 🙂
So I don't know what happened with your script but now it doesn't work anymore. I get totally messed up UVs on simple mesh like on a cylinder :/ . It worked perfectly last month.
Realizes it's a paid script, oof