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 have a question though. How did you export displacements without crashing? I can't do hi rez displacements.
I also have this problem where I UV mapped everything, but when I added details in Zbrush, I brought it back into maya and my UVs were gone!!! It turned into a hundred blocks of 2x2 matrixs.
And.....some parts of my model in zbrush were non uniformal and causes pinches. You ever had that problem?
thanks a lot everyone - really appreciate the good words.
anslaught - i'm afraid aside from this project and the boxing gloves i did, i haven't had too much experience with zbrush, so not sure how much help i can be. Did you make sure you exported a low poly version of your model back into maya before applying the displacements?
as for your uvs being turned into blocks, that sounds like you've had zbrush re-uv map your model. you should be able to remap it in maya and then export it back into zbrush.
as for pinching in your model, i kind of had similar problem when i first started, so i just went back to my base model in maya and tried to improve the geometry. it may be that you just need to clean up your model as well. sorry i can't be more help. post up a question and i'm sure some proper z masters will be able to help.
vladimirjp - thanks mate - really appreciate it. what have you been up to? would love to see your latest kick ass model.
GecT - if you mean animating, then no - i always planned this to be a still pose. aside from maybe playing with lighting and rendering (after i've taken a break!) i think i'm done with this.
starjsjswars - cheers mate - always good to get your approval.
smash bros brawl is pretty cool, unlocking the characters is the most fun (and is done the easiest by just playing through the single player 'adventure' mode, "subspace emissary") but obviously the more people ya got hangin' around the more fun you can have with just a straight-up brawl.
anyway back to the model. this lighting setup definitely looks better and not as bland, but the fill is a little dim, you want to be able to see finer details but not flood the non-keyed area with light, ya know?
also i guess i imagined his character as appearing at night, so for me, i would try a more yellow key (emulating the illumination from a window of a house) with a deeper blue fill (to emulate the light of the moon). but again, just cause it's dark out doesn't mean you shouldn't be able to make stuff out.
hey neostrider - thanks for the info - i really appreciate it.
yeah - i wanted it be fairly dark, but still see some of the details. i was having a hard time not losing the darkness of the shadows and not throwing too much light in the form shadows. lighting is still a weak point for me.
i'll definitely give your advice a try. cheers mate!
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off