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
i would take a different approach building this character. maybe build him peice by peice then stitch. right now, even without seeing you wires, it seems you have too much geometry for this basic mesh. but this is still a wip, i await your progress. keep it up
Last two images were SubD, am tweaking in polys and then converting to fine tune. I'm having a hard time trying to model the jowls with nice loops. Will get there eventually.
Thanks Jango here's how it stands at the moment. Still loads of work to do on it, eye sockets etc, but I don't want to get it looking good then completely re-model it to get good loops unless I really have to do it that way.
I hope you dont mind but Dr Jango came out for a bit of sd surgery. Its cos theres a lot of sub patches due to the triangles in there. Which is something i try to avoid like the plague. Fair enough trianles have their uses but once you convert this model to poly you may run into probs when doing facial animation cos your tesselation will be dense in the jowl areas and it may be a nightmare to uv also.
I've tried to quad it as much as possible in those areas but I think the edge flow would benefit either way from it. Its just these sort of things to bear in mind when you do this sort of thing. Hope it helps anyway
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