Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 61 06-03-2005 , 09:40 AM
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now u can create a sorounding to put your robot in

# 62 06-03-2005 , 10:00 AM
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Nope.. The robot is not finished yet.


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# 63 06-03-2005 , 10:44 AM
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Looks very cool. Especially that the top rotates seperate from its bottom.

The chrome rim of the magnifying glass is reflecting the grey groundplane in the bottom area and some bright highlight in the top of the rim. It also shows in the reflection of the black paint of the models head.
How did u do that? A bright-white plane above the model positioned out of field of view? What's the trick?

In my 3DS Max projects, if I don't make an environment, my chrome material has nothing to reflect and will render almost like plain grey blinn.


Last edited by Eelco; 06-03-2005 at 10:47 AM.
# 64 06-03-2005 , 10:58 AM
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The reflections come from the environment, and yes it could be done with a big white plane. I didn't do that though. But you get the idea..

Here is a rendering with more samples in the antialiasing:

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# 65 06-03-2005 , 11:14 AM
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nice man still waiting for the wire frame pic

and looks like your done modelign texturing n eevrything heheh


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# 66 06-03-2005 , 11:39 AM
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Sorry, here's the wireframe

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# 67 06-03-2005 , 12:10 PM
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well in my opinion the toe`s dont look good on tht........have u just used polygons or nurbs too. ?


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# 68 06-03-2005 , 02:34 PM
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its mostly NURBS, and I agree, im not too happy with the toe but I like it on the back of the foot ..


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# 69 06-03-2005 , 03:27 PM
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seems your done modeling and texturing so what you up to now animating?


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# 70 06-03-2005 , 07:57 PM
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im interested in the material and the hdri settings...can u explain me how you got that effect?

# 71 06-03-2005 , 08:16 PM
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I am not using HDRI, its standard lights that I have setup.

I am using two light sources, and Final Gathering to do the rest.

The shaders is currently just a basic blinn shader with default settings, except for the colors and reflectivity.

The glass for the magifier is a Mental Ray dielectric material. Look at my homepage for a tutorial on creating glass with MR .


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# 72 07-03-2005 , 12:46 AM
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Originally posted by caligraphics
The reflections come from the environment, and yes it could be done with a big white plane. I didn't do that though. But you get the idea..

Hmm ... the white plane needs to be repositioned with every camera angle. Would be very tedious and time consuming to get it just right.
Since u didn't do that ... how did u do it than?
Or is it a trade secret? user added image

# 73 07-03-2005 , 04:53 AM
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Maybe he locked the motion of the camera to the motion of the planes or something like that?

# 74 07-03-2005 , 08:08 AM
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You could lock the planes to the movement of the camera yes. Thats one way to do it.

I havn't done that though.. I am rotating my model, not my camera.


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# 75 08-03-2005 , 04:42 PM
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yet another update....

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