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
Hi, this is what I am working on now. There is lot of work to do ( specially ears, which is most difficult object to model for me ) but the shape is start looking as I have wanted.
i really like this model. although it seems quite dense in some areas then others. but the mesh is ok. could use a little cleaning up and averaging some things to be more smooth, but since its still a WIP, it can be easily fixed.
good job.
Thanks for that. I'm looking into body and muscle topology for my project. Yours seems to have a slightly different layout than some of the others i've seen. The edge loops seem to flow from one muscle/group into another muscle/group. Particular reference to where the chest and the shoulder meet.
Its not a crit because 1: I don't know anything about correctness my self. and 2: It still seems to have produced very good (if not a little exaggerated ) muscle formation.
The question is, does it perform well under deform. Have u tried it yourself, or seen any references u mite have used under deform?
Yes, later I will make some cloth for him. I dont know why I made that penis. It's maybe little strange but if you try to make realistic character, why not. The geometry is not very good for animation, it was in the beginning but not now. I'm curretnly learning about edge loops. I have one good picture from one web site with nice explanation of that but just for head. I will try to correct that. Thanks for funny replays.
If it helps u any i've noticed that edge loops on the body, as with the face, follow muscle contours. So u have one set of loops for the pecs, one set for each of the abs, one for the bicep etc. The extra detail is then picked out with just vertical and horizontal edges. Prob doesn't make much sense, when i get working on the body for my guy i'll post some wires.
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