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 11-12-2009 , 02:54 AM
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Hey Donnie. Looking good.

Are you using the ambient occlusion method I posted a while back for you?


Imagination is more important than knowledge.
# 17 11-12-2009 , 08:50 AM
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Originally posted by NextDesign
Hey Donnie. Looking good.

Are you using the ambient occlusion method I posted a while back for you?

Thanks man =) Yeah I saw that post about amb_occ, thanks! It does work, but I've actually found it's easier and quicker just to use an RGB to Lum utility and hook it right into the Diffuse of the Blinn. I've been getting some really good results that way. Have you ever tried it?

I'm trying to figure out what to do to take this thing to the next level...as in production photo-real. It's not easy lol

# 18 23-12-2009 , 10:32 PM
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Photorealism is all about lights/shadows and how realistic you build your materials.
And of course the function or lack there off, off the geometry that's in the scene.

Ask yourselve this

-What's the ship doing there andwhy is it powered down?
(maintenance /stocking supplies/change of crew)
the answer to the above question affects the shape and form of the dockinstation


-what is the placement of the station /ship within the part of space( i.e. does the/a sun resides behind or in front of the ship and how far is it, as your station isn't closed off to outer space this would affect the lighting dramatically.

- that domelighting is not very realistic it is okay looking but it will not push it towards realism

It looks like a great start though keep it up

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