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
# 16 04-12-2002 , 02:04 PM
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I saw a photo

...and I just had to add details to the rotor. I also got some great close ups of this chopper, so i figured that I may well invest in adding some details for close-up-renderings.

# 17 04-12-2002 , 02:11 PM
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Simply incredible! Hope one day I can model even half that good! user added image

# 18 04-12-2002 , 04:09 PM
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Found this the other day. Maybe it can be useful.

HELICOPTERS


Dave Baer
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Last edited by dave_baer; 04-12-2002 at 04:57 PM.
# 19 04-12-2002 , 05:23 PM
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Thats a lot of choppers! Thanks! Every pic has that little something to add to my experience with choppers.

I just love nurbs! I even got to learn to use the surface fillet tools properly. I'll use this tool when I have skinned the whole exterior of this helicopter.

I have finished tweaking the surfaces in this pic.

edit:
Oh and thanks guys, and just ask me for advice, it is so fruitful to be handed over a solution when you have a problem you either cannot solve or dont quite understand. It speed up the learning process I think, having a teatcher to help you out on those questions and be done with it, and move on to other problems.


Last edited by undseth; 04-12-2002 at 05:25 PM.
# 20 04-12-2002 , 05:38 PM
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great going undseth... would love to see the finished work...

# 21 05-12-2002 , 04:51 AM
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very acurate work!, would luv to see the finished work too!


-KeOpS-
# 22 05-12-2002 , 05:15 AM
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skills

Undseth this is a really good shot, man i can't wait to get where you r now. Keep modeling.


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# 23 05-12-2002 , 08:12 AM
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What kind of lighting are you using for those test renders?


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# 24 05-12-2002 , 09:36 AM
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Very nice whirly bird so far.
Nice rotor detail user added image

# 25 05-12-2002 , 10:10 AM
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Thanks guys!

dave_baer:
I usually stick to the default lightning when modeling, but the one shown last is lit with a directional ligh. It is nice to have some shadows to create a better spacial effect, rather than a kind of ambient-looking light, with the defaults.

I usually use raytraced shadows, im not too good with the depthmap setting.


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# 26 05-12-2002 , 02:05 PM
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Man, this took some hours :)

Air intakes done. Glad I'm through with it!

# 27 05-12-2002 , 02:21 PM
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Another pic

Hope you dont mind guys.

# 28 05-12-2002 , 04:22 PM
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Hope you dont mind guys.

Mind what? The fact that your such a kick ass modeler that you make the rest of us want jobs at McDonalds asking people "You want fries with that?" user added image

user added image


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# 29 05-12-2002 , 04:28 PM
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watch it now. McDonalds has some pretty good insurance for employees....


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# 30 06-12-2002 , 09:42 AM
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A nose job

Haha, well here's some more development. Actually I plan to show you how I make the nose;

1) I first wondered if I should simply make half of a nurbs sphere and tweak it, and then attatch it to the rest of the fuselage BUT I made some tests and it did not work as I expected. so...

I have now started to model the nose by copying the fuselage and tweaking it. This will of course generate an issue with the nose tip, as the non-tweaked suface isn't capped.

So, I will take Mtmckinleys advice and simply scale the end-hulls/vertices close to 0. I will put these vertices at the same single vertice position later, for making the surface to a polygon object later on (after I have finished all the modleing on the fuselage).


Last edited by undseth; 06-12-2002 at 09:48 AM.
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