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 11-10-2005 , 11:17 PM
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Head (As many edge loops as I could make!!)

Well... heres a head I will be making for a series of characters, from my short film together character to my skeet shooter charachter. I am making him using patch modeling in Polys (duh!). This is a WORK IN PROGRESS! NOT DONE YET! :headbang:
I tried... and I hope I succeded in making several correct edge loops. Its still a bit lumpy, as it isn't all edge loops like the pros's heads are, but I still consider myself a noob. I dont know. Maybe ya'll can tell me if I'm a Noob or Norm???

# 2 11-10-2005 , 11:18 PM
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Forgot the pic lol

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# 3 12-10-2005 , 09:04 AM
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patches...really messy way of modeling...to many conditions to take care of...tangents-polys are more artistic way of modeling (closer to sculpting) unlike the NURBS wich are more math form and not quite good for surface detai.

Good work,keep going!l:attn:


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# 4 12-10-2005 , 05:54 PM
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Patches, arent a messy way of modelling, just a prefered way, depending what you are used to. Z brush doesnt do anything but 'its' own way for example, there is no right or wrong way.


Matt: Post a wire dude just to see how you are getting on with it. Did you start out with this in the side view as a curve similar to that of character/modeller/author Jai Jin Choi?

Cheers
Jay

# 5 12-10-2005 , 07:07 PM
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Nah... just started with a plane, extruded edges to make an eye... tweaked for a coupla minutes, got bored, made a plane for the lips, extruded edges to make them... tweaked for a coupla minutes, got bored, etc. Then I took all of the parts I made and merged them together... etc. And yes, I made some parts starting from the side with a buncha tweaking... but this is in POLYS NOT NURBS!!! :p Ok... so heres a wire... as I said... not perfect but not too horribly bad either

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# 6 12-10-2005 , 08:52 PM
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but this is in POLYS NOT NURBS!!!

Yeah I know I read the post previous. Choi begins his with a couple of lofted curves converted to poly thats why I asked.

Jay

# 7 12-10-2005 , 11:50 PM
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Oh... yeah... and I have that book too! Lol.. but theres my "unique" method of modeling.

Cheers, user added image
,Matt user added image

# 8 13-10-2005 , 08:40 AM
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[QUOTE]Originally posted by Jay
[B]Patches, arent a messy way of modelling, just a prefered way, depending what you are used to. Z brush doesnt do anything but 'its' own way for example, there is no right or wrong way.


--Ok maybe I used wrong term, but NURBS just wont give you enough details in organic modeling or you have to plan every pimple you are going to create.

Patches have some advantages (way they behaive,skining,trim...),but rarley you'll see that some big studios use NURBS for theirs hi res models (I'm not talking about MP like SharkTail,Nemo,cartoony looking characters-NURBS are great for it...).

Polys are simple,fast,predictible and the oldest CG modeling method ulike the NURBS wich are pritty unpredictable and slower-->in my opinion

This is way out of the subject!

Mesh looks pritty messy,need more eye loops,the place where where forhead and nose meets need more volume and smoother transition,jaw should be more "boney".

Try drawing mesh on some head pics and figure out how loops should go,make them uniformed and then get back to your model.
Its important first to create basic loops dont wory about the nose so much,but rather concetrate on loops around eye and mouth and how they meet. Give a head good shape in low res then start increasing res by puting more loops where posible, whatch cheeks they should be more "rounded,smoothew..."

Explore,you're on your way results will come!


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# 9 13-10-2005 , 11:07 PM
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Originally posted by darijo203
[

--Ok maybe I used wrong term, but NURBS just wont give you enough details in organic modeling or you have to plan every pimple you are going to create.

Patches have some advantages (way they behaive,skining,trim...),but rarley you'll see that some big studios use NURBS for theirs hi res models (I'm not talking about MP like SharkTail,Nemo,cartoony looking characters-NURBS are great for it...).

[/B]

LOL IM NOT USING FREAKING NURBS!!! :headbang:
LOL IM NOT USING FREAKING NURBS!!! :headbang:
LOL IM NOT USING FREAKING NURBS!!! :headbang:

# 10 14-10-2005 , 06:58 AM
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Originally posted by MattTheMan
LOL IM NOT USING FREAKING NURBS!!! :headbang:
LOL IM NOT USING FREAKING NURBS!!! :headbang:
LOL IM NOT USING FREAKING NURBS!!! :headbang:

Sorry that was 4 Jay! :bow:

I know you are using polys, like I said I in the last post I've gone out of subject... :hug:


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# 11 14-10-2005 , 12:04 PM
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Well if that was for me then...


I already knew that stuff, been doing 3d a loooong time now. But Im sure theres people readinfg that may find your post an interest. Myself I use subds and poly anyway, tried nurbs and frankly...no... to much arsing with tangents, knots, rebuild curve etc blaha blah.

Patching is too damn slow. Done
Jay

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