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 26-06-2004 , 12:26 PM
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Warehouse with sunstreams !!

Please some crit.....! user added image

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# 2 26-06-2004 , 12:51 PM
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Hello,

Textures need improving : Especially the planks that are too repetitive...

Pay attention also on the lighting...maybe yours is too "flat" and if it's supposed to be inside of the warehouse, some areas should be darker (the shadowed areas...)

Add dirt, rust to your textures...and there it is...

Keep working on !


Today man, tomorrow bird...i already have the plumage
# 3 26-06-2004 , 02:21 PM
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looks cool user added image
but those light rays.. are those modeled? im wondering because i dont see any shadows anyware.. also, where are the lightrays coming from? is there a windows on the house of screen?
if yore gonna do lightrays try useing lightfog if you havent already.. that alot easyer than modeling them and the shadows show up too user added image

if you get the shadows and light goning the repetition of textures wont be as notable either user added image

glas shader looks pretty good however notice that the area of the bottels that are intercecting on the lowest shelf are black.
you may need to up the "refraction" attribute under raytracing in the render globals..


sleep is for lam3rs
# 4 26-06-2004 , 04:54 PM
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all I see is this...

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# 5 26-06-2004 , 05:58 PM
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hi...thx for comments !

@ al_3891
I used environment fog...and I wonder whether you don't see the shadows...because there are shadows.
the light is coming through the spaces between the wood planks.

# 6 26-06-2004 , 06:39 PM
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hi, try using caustics ... it will improve the look of the glas a lot

# 7 26-06-2004 , 11:41 PM
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yep...now I see it...

should do something about the wood....looks stretched..nice goin' keep at it user added image


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