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 30-12-2009 , 01:56 AM
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BMW 7 Series

I went back to school for 3d and production techniques for product modeling and animation. I have learned a lot about working faster and efficient in Maya. I have not posted in a while because of my focus in school, but I thought I would show everybody my car before I texture it and build my studio lighting.

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# 2 30-12-2009 , 04:21 AM
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Looks great.

There is some funkyness going on near the top of the left headlight?

I am interested in hard surface modeling. Can you post some wires?


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 3 30-12-2009 , 07:06 AM
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i can still see some lumpiness on the hood and it would also help if we could see your wire frame overall looks good

# 4 30-12-2009 , 09:21 AM
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nice one! this is much better than your other stuff.

# 5 30-12-2009 , 08:19 PM
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thanks for all the comments.

I don't have that bumpiness on the original , maybe it is the the printscreen and the fact I save it out for the web.But I will put up some wires. I am working on my studio lighting and texturing so I have not had much time to post. I will put them up when I get a chance. If there are some slight imperfections it's because this is my first time doing a hard surface model like this. My next car will be better. I attend a school that is a training institute for the big 3d company 3DMIRAGE, so all the technique I am learning are by working professionals, I am sure they will give me some of the same critques, but they did say it was good enough for a porfolio piece though.

# 6 31-12-2009 , 05:57 AM
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We need to get a sticky up explaining how to make a fast render setup. Renders are much clearer then screen grabs as long as they are done right and not the default dk grey lambert shader against a black background lol.

You don't need any lighting at all. Just a plane with edges pulled up and beveled for a sight wall.

Then set environment light to light grey.

Then set mental ray to production fine trace, turn on final gather and that is about it. I think I may have gone through the set up in one of the recent videos I did on cutting holes in cylinders.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 31-12-2009 at 06:00 AM.
# 7 20-01-2010 , 09:22 AM
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final render

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# 8 20-01-2010 , 09:47 AM
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not bad just slap an hdri image on it or check for a studio lighting tutorial by young lion also not liking the rims very much cant put my finger on it

# 9 20-01-2010 , 11:30 AM
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The spokes on the wheel look to fin, extrude them in a bit...........dave

# 10 20-01-2010 , 03:45 PM
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Dave actually that is the lighting. The chrome is so reflective it is reflecting the dark spaces and you cant see the silouhette. I am still learning how to render with mental ray. I am going to try a render with HDRI.

# 11 20-01-2010 , 08:03 PM
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my eye?

# 12 21-01-2010 , 11:39 AM
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wireFrame?

# 13 21-01-2010 , 02:49 PM
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wireframe

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# 14 30-01-2010 , 10:28 AM
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looks like there's a bit of pinching on the bumper but DAMN you got good :p

# 15 30-01-2010 , 03:31 PM
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Thanks acid. This school I am attending took me to the next level. I think totally different about the way I model things now.

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