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
# 1 23-01-2006 , 09:17 AM
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Humvee

This is a "quick" humvee, I will texture it later and maybe do
some interior...

Question: Can anyone explain to me why the Boolean op doesn't
always work and makes my model dissapear?
I adjusted the normals to face outwards and it still doesn't want to work anymore... What can I do?

Also when you combind 2 pieces, is it best to combined the
vertcles too?

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# 2 23-01-2006 , 09:18 AM
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Rendered, no textures yet sorry.

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# 3 23-01-2006 , 10:29 AM
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Hi Bunny, nice modeling, though i got some crits.

Didn't ya underestimate the size o'dah gun dude ? :p
user added image


Seriously now ...

Humvee's tires are not that deep ... or is it on a particular ref ? user added image
I think you should really model the tire. I mean with the squares and all. These tires are really what makes the humvee as being a vehicle that could eat you in some way ... hope you understand what I mean. (or you intend texturing bump/displace these ?)
user added image


Apart from that, I would say that some of you edges are really too sharp.
Bevel is you friend on that chapter user added image
Mostly on all front.
Humvee is a pretty massive but rounded on edges, as are all new combat vehicles >> edges hurt, mostly while speeding on field.

About the gun-turret, I would suggest modeling the entire turret OUT of the car's roof cause there it seems it can't rotate.

Do you intend boolean the main cage, with that edgy piece we see up each tires ? user added image
If yes, you should spend time manually splitting/extruding the main cage rather than rely on bools for that dude, otherwise i'm sure you'll dry in the desert soon.

Well, some crits, but i'm sure you're tuning these points already user added image

ps : Can't wait for antenna and front bumpers user added image

------------------------------------------------

Booleans under MAYA. They are just really sensitive to meshes topology. Just works fine, if topology is correct.

My experience so far about bools make me think you still got weird polys, even if you removed non-manifolds AND merge vertices AND conformed the normals.

>> further, smthg I noticed, and this clearly kills booleans under Maya : unusefull polys inside your mesh and/or unclosed volumes is what you got to look for now.

This mostly arises when you extruded some without the "keep faces together" option checked or combining overlapping polys or polys sharing some vertices coordinates.

If you use bools, make absolutely sure your mesh is perfectly cleaned.


Hope that helps ... fight hard to get your humv clean.
All benefits after when texturing

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# 4 23-01-2006 , 11:54 AM
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Thanks for the Crit Pyrus user added image I appreciate it alot.
This is my 3rd model attempt :blush:
(Yes still a noob as you can see)

I see what you mean though, Is that your render?
Dang Bro!!!! that is awesome!

I need you to tutor me user added image

I'm getting the slowly, the reference I used was just
an outline Gi Joe thingy, that is basically how it is...
I will fix up the areas you suggested.

Thanks dude I appreciate it.


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# 5 23-01-2006 , 01:27 PM
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Well, my pleasure Bunny user added image

No, this is not a rendring from me hehehehe ... it's a real 1/30 model or smthg I found when looking for refs before crits. If you look at the url :
https://www.motormint.com/ProductImag...ize/HUMGUN.jpg

Lol ... me tutor ???? :attn:
In a decade maybe user added image

I promise I couldn't get such result when i started 3D, 6 years ago. So you'll maybe become my tutor soon :p


Keep it up, releasing it perfect is a 10 times louder congratulation.


user added image dude.

Regards, Py.

# 6 23-01-2006 , 01:38 PM
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LOL, I have learned now to research the model more,
I might restart the model... we will see...

It is just practise and discipline... I will prush through
and keep you posted.

user added image


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# 7 23-01-2006 , 01:44 PM
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Discipline within workflow IS the key to avoid weird results.

True user added image

We're all in quest for improvements in this area, true tooooo :attn:

# 8 23-01-2006 , 03:01 PM
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cool,, will u be letting people download u'r hummer to use in animations and stuff?

i'm gonna make an insurgent/usa shoot out animation soon enuf .. just wondering if i can use u'r hummer, just be one less thing i'd have to model myself .. but if not, that's ok

# 9 23-01-2006 , 03:11 PM
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Yes of cause you can go for it, but it isn't finished and there
is alot to fix up, if you want you can have the scene file as is.
it is one solid object and you might need to separate a few things
and possibly make a quick interior. I'll carry on modeling it
but the thing is I might start from scratch.

user added image Wh33LS


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# 10 23-01-2006 , 03:39 PM
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Nice model, I actually trashed one of these user added image

Just looked through the replies really quick, so if you've already answered this, just ignore me user added image
I agree with Pyrus on the really sharp edges. IMO you should go all out and smooth everything that needs it on this model, unless you have a poly limit of course...


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# 11 24-01-2006 , 05:58 AM
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Hey NakedFlower (BlomKaal could be translated to that user added image )

I agree on the crits, I will smooth out the edges etc...
Just searched the net for more references so that I can get
a better idea... There a lots of types of Humvees...

Thanks Blomkaal user added image


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# 12 24-01-2006 , 09:22 AM
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nice model user added image

I thought it was low poly from the wireframe until I saw the poly count user added image - are most of the polys in the gun or bullets or something?


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# 13 24-01-2006 , 09:37 AM
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Hi t1ck135,
Yes it is kinda a low poly model but unfortunatly most of my
polys are in the gun and bullets, I didn't realise it until it was almost finished.

cheers


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