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
# 46 24-01-2007 , 04:10 AM
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soz
when I try to convert to texture I am getting this message
Error: place3dTexture4 is connected to more than one shading group

any ideas

# 47 24-01-2007 , 04:30 AM
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No worries got it all going on now and its coming together.

Thanks again for you help mat, it is much appreciated.

# 48 24-01-2007 , 05:42 AM
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Ok I have got the logos on some parts but am uncertain how to get rid of the reflections on the stickers.

Any help is much appreciated.
Cheers, leon

# 49 24-01-2007 , 05:44 AM
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Heres a render of how it looks at the mo

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# 50 24-01-2007 , 06:21 AM
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Open up the texture image in your photoshop program and select the background then fill it with a shade ranging between white and black. If you fill it with white it will be 100% reflective, shades of grey down to black will lower the reflectivity to zero.

With that done you'll need to select the inverse of the background (the logos) and fill their space too, using a shade relevant to how shiny you need them.

Save image as 'Reflection Map', remember not to save by hitting ctrl+s as this will get rid of the original texture image!!, or something like that and plug it into the reflection channel of the shader.

Job's a good'un.

Take it easy,

Mat.

# 51 24-01-2007 , 10:51 AM
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Ok got everything in place now and just need to add the stuff that goes on the cap and then do the otherside. I was wondering if there was a way to get the text to appear sharper though. I am using 3k textures on the geometry and am not sure if I need to go higher.

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# 52 25-01-2007 , 02:51 AM
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Thanks for the help mat.
Here are things so far. A few more decals to add + need to add some more details, mainly brake cables and things of the like. For the most part though Kanedas bike is finished.

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# 53 25-01-2007 , 03:00 AM
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good job mate! This is looking really cool. My only crit would be that the back bit, behind the seat, looks a little high to me. In all of the pictures that I have looked at, it looks like it is quite a bit lower than the windshield.

# 54 25-01-2007 , 03:11 AM
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Yeah I think you are right arran but at the moment the proportions are being worked around the character. Although I may be able to do some tweaking it will have to wait. Once I have fully modelled Kandeda I will make a rough rigged version to get a better idea of how things are looking.

Thanks for your thoughts on this though arran it is much appreciated.

Cheers, Leon

# 55 25-01-2007 , 03:46 AM
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Fair enough mate.

A lattice might help you make sweeping changes to your character and bike at a later stage.

keep up the good work.user added image

# 56 26-01-2007 , 07:50 PM
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Decided to re-make tetsuos bike now. I have a pic of how I want things to look roughly. It is a bit of a pain but after the power bike re-make I feel I could do a much better version of Tetsuos bike. On the + side at least it made me realise I am improving with modelling so that is cool.

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# 57 27-01-2007 , 05:58 PM
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wow turned out really nice... the only thing i dont like which is my opinion is the red interior(seats) but other than that, great!

another bike :attn: cant wait to see tetsuos bike now, goodluck

marlon

# 58 29-01-2007 , 11:22 AM
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some small updates

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# 59 30-01-2007 , 04:23 PM
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another update. Any ideas and suggestions are welcome and appreciated.

Cheers Leon

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# 60 30-01-2007 , 04:46 PM
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just curious, why do you build the parts under the caps?


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