Clean topology isn’t enough — your character still needs clean UVs.
In this video, I walk through the UV layout process for a human character in Maya, focusing on organization, consistency, and preparing the mesh for texturing.
This lesson is about planning, not shortcuts. Good UVs make texturing faster, cleaner, and far less frustrating — and bad UVs will break even the best textures.
In this video, you’ll learn:
How to approach UV layout for the human form
Where to place seams for characters
Organizing UV shells for readability and efficiency
Maintaining consistent scale across the body
Preparing UVs for texturing in Substance Painter
This workflow follows real production standards used in games and film, and builds directly on the completed retopology from the previous videos.
This video is part of my Mastering Human Anatomy for 3D Artists course, where we take a character from sculpt to textured and animation-ready step by step.
👉 Full course here:
https://www.udemy.com/course/masterin...
Who this video is for:
Artists new to character UVs
Students moving from modeling into texturing
Anyone struggling with messy or stretched textures
Game and film artists preparing production assets
UVs aren’t glamorous — but they’re what make everything else work.
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