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
a bump map uses white to black values to determine the extremity of the bump... for organic creatures, you probably don't want too powerful a bump map, as things can looks strange.
Speaking of looking strange, while the top two angles look ok, that bottom angle makes the hand seem quite strangely shaped. Might just be the angle.
I Just realised what caused the odd angle in the last pic.. i fixed itnow.
OK now as you may have understood ,i don't have much exprience in Texturing, so i UV'ed the model to 2 planar maps.
top and bottom..
now I have huge seams in the model I try to chanage in PS but as much as i try ,it's not exact hue sand startuatuion.. Any tips how to handle this??
I thought of maybe just coloring all the edges one color ,but it turns out too sharp ..
So I'd love to hear tips and so on..
Here is a UV shot ,the Texture and the Seams:
what i did so far is chanage Hue/ Star try to hide highlights (Dodge,burn) and some tweaking..
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