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 08-03-2009 , 12:58 AM
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Kila

The one modeling skill I have not yet develeped is character modeling so I bought a book called Game Character Development, written by Antony Ward. I find it much more difficult to model low poly as opposed to high poly so this is a WIP of my attempt work through the book to create a character known as Kila.


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# 2 08-03-2009 , 01:32 AM
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looking forward to it, all of your other works have come out good, so I'm sure this will be to. Good luck

# 3 08-03-2009 , 02:39 AM
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Thanks Rhetoric Camel! I was really wanting to model an entire city, but I don't think my computer could handle all the geometry as it grew bigger. But I don't really have any Character modeling skills so I really need this.

And I always welcome crits, comments, suggestions, etc.

Here's the place holder of Kila. This is the model I would send to the animators while the real Kila model is being modeled.

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# 4 08-03-2009 , 05:55 AM
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Just finishing the basic shape of the body

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# 5 08-03-2009 , 04:15 PM
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Basic Model...next, add details

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# 6 08-03-2009 , 07:28 PM
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Making the mesh flollow the body's muscle structure

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# 7 09-03-2009 , 01:13 AM
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Working on the head

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# 8 09-03-2009 , 01:26 AM
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your first character model is coming out better than my most recent character model. looking good

# 9 09-03-2009 , 01:53 AM
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Thanks Rhetoric but this isn't my first. I modeled the cartoon dog and the basic man from Kurts tutorials. Then I modeled these two. But Kila is my first low poly character.

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# 10 09-03-2009 , 02:33 AM
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oh ok, misread what you said there.
I've seen the first image the bat ninja 4 armed creature guy, I always liked that model

# 11 11-03-2009 , 01:16 AM
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Blocking and shaping the hands...not finished.

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# 12 11-03-2009 , 08:11 AM
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ummm trianlges??? how you gonna solve that

# 13 11-03-2009 , 12:21 PM
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its low poly tri`s are fine, don`t worry about it.

Looking good so far keep it up


# 14 11-03-2009 , 05:58 PM
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Yeah, the body still has several tri's too. I know at some point the guy goes back and starts deleting alot of unnecessary detail. I think the goal for this character is to be under 4500 polys. There will be 5 levels of detail (LOD).

Level 1 will be 4100 polys for cut scenes and close ups.
Level 2 will be 3000 polys for the main game play.
Level 3 will be 1000 polys for when she is a little farther away on the sceen.
Level 4 will be 500 polys
Level 5 will be 200 polys.

As far as tris are concerned, this guy doesn't seem too concerned about tris, depending on where they are on the model. It's all about the model looking like the concept sketch with minimal polygon count AND deforming correctly when animated.


Don't be satisfied with what you can do but rather strive to do the things you can't do!
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# 15 11-03-2009 , 07:48 PM
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Personally I would try to keep it to quads from the bat, saves buggering about cleaning up later, but if its a tut that your following go for it get as many ideas as poss and choose you destiny my boy!

I probably would have those LOD's the other way round, 1 being the lowest and then up.


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