It does symmetry within each shell AFAIK. On 9 Sep 2014 04:13, "Matt Lind" <ml...@carbinestudios.com> wrote:
> If Maya is using the same Unfold3D as Softimage, then artists will still > need to go to another software for UV layout because Unfold3D lacks very > basic functionality required for certain types of work. For example, > unfolding a symmetrical object an having the resulting UVs laid out > symmetrically to reflect the geometry's shape. Unfold3D is very poor with > that. > > > Matt > > > > -----Original Message----- > From: softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau > Sent: Saturday, September 06, 2014 10:59 AM > To: softimage@listproc.autodesk.com > Subject: Re: maya uv tool broken? > > 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 < > lito...@hotmail.com> 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 :) > >