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
Right getting there. The grill and wheels are just guides and will be deleted later on. Surfaces still need alot of work but I think i'm heading in the right direction.
1. draw 2 curves very close to each other where the seams would go (I guess you can create one and then offset it by 0.2 or something).
2. project the curves onto the surface of your car.
3. use the trim tool to get rid of the space in between the two curves.
4. offset the surface to the inside of the car just a little bit (probably about -0.2 or -0.3, it depends on the scale of your model)
5. hold right click on the outside surface and chose the south east option (trim edge).
6. click near one of the curves in the surface (let's say the on on the left for example, if you are looking at your car from the side).
7. now repeat step 5 for the inside surface and then while holding down shift repeat step 6, again chosing the left trim edge on the inside surface.
8. now click "NURBS>Filets>Freeform Filet"
9. repeat steps 5-8 for the right edge.
This gives you a nice space in between to panels of the door and a thickness for the surface of the car. You can (and probably should) use the same method in other parts of the car (like the fuel door or the hood).
Well, I hope that helps you. When you finish let's see the car at wallpaper resolution with a nice backgroud around it (also, my resolution is 1600x1200)
There can not be Good without Evil, so then it must be good to be Evil sometimes.
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