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
# 16 06-09-2005 , 03:05 PM
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Looking good so far!

For those looking for a tutorial on poly-by-poly head modeling, check out the Joan of Arc tutorial over at 3DTotal, it's for Max but transfers easily to Maya and the head is done in a similar way to what VIM did as far as I can tell...


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# 17 06-09-2005 , 04:07 PM
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I can make video to show you how to use this method. But this is not the problem... I dont have for this moment a web site for hosting my video file... The free web site have a maximun Bandwidth...


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# 18 06-09-2005 , 08:04 PM
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reduce poly count

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# 19 06-09-2005 , 09:16 PM
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quick low poly hair

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# 20 06-09-2005 , 10:27 PM
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just for information. How let your to know how many polygone have in my scene?


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# 21 06-09-2005 , 11:34 PM
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modeling

I guess it depends on whether you are going to animate a model or not, but when working in polygons you should try to stick with 4-sided polygons. 5-sided polygons can make the topology of the model messy if you are going to smooth the character. If you have to, make the 5-sided polygon into two triangles.

There are many good modeling tutorials online too.
Nice work.

I'll try to answer the question I think you are asking.

In Maya go to the menu titled Display>Heads Up Display>Poly Count
Now, when everything is visible in your scene, the Triangle Count in the left column is what you want to look at (it is the total # of triangles in the scene). Keeping the model to under 3,000 triangles may be quite difficult, but I believe you can submit a smooth model if you would like. Good luck.


Last edited by joed8349; 06-09-2005 at 11:44 PM.
# 22 06-09-2005 , 11:38 PM
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ok thx joed8349

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# 23 07-09-2005 , 01:55 PM
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the 3000 tri limit is just for those who wish to make a low-poly model that could be shown as a video game model in their portfolio.

You can go as high res as you want!

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