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 13-08-2011 , 02:47 PM
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Another Hind 24

Found the urge to model some thing, Ben did this a little while back thought I would give it a try as it has some interesting bits to model..............dave

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# 2 13-08-2011 , 10:25 PM
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yep. I recognise those shapes, and tricky areas. That vent bit at the very top was a right pain.

# 3 13-08-2011 , 10:35 PM
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Hi Ben every part no this is a pain, this is more like car modelling witch I have not done. Tried the birail tool witch I hated. Re modelling the canopy again to get a better fit.............dave

Edit:This is my main ref:https://sabbathian.wordpress.com/2010...il-mi-24-hind/

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Last edited by daverave; 13-08-2011 at 11:10 PM.
# 4 13-08-2011 , 10:38 PM
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Yeah. I had to have a second bite at that. When youve done this you'll have another military aircraft to add into your fluids test scene. My monies on the Hind!

Think I came across that ref when making mine. If you get stuck I can dig out some of the other ref images I had, but I got them all off a google image search so its nothing you probably havnt seen/considered already. One of the main ones I used though was a miniature model a guy had made in his spare time, so it wasnt quite the real thing, but it was extremely well crafted and life like, and gave some good closer angles which I couldnt find of the real deal.


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# 5 18-08-2011 , 11:09 AM
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Thanks Ben
Redid the canope I think it looks a lot better...........dave

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# 6 18-08-2011 , 11:25 AM
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oh yeah, definitely. Seems a bit, 'bumpy' or 'wavey' in places. But the overall shape's much better, and the front two 'O's' are nice and spherical, like the real thing

# 7 18-08-2011 , 05:57 PM
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The canopy section is looking much better dave.

Are you working from orthogonal drawings? Those surface shapes are already very hard to model even with references it would seem to be a challenge because of all the compound curves. This will be a good exercise in polygon modeling and maintaining good surface continuity.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 18-08-2011 at 06:03 PM.
# 8 18-08-2011 , 06:26 PM
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Thanks Ben, Rick
I think this model has put me in my place a bit, I had a few moments of modellers block looking at it and thinking to myself how will I do that, thank fully the brain started to work mainly making the surface live and making curve to extrude from. Working a bit on the hull below the canope changing the edge flow..........dave

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# 9 18-08-2011 , 08:28 PM
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Are you working from orthogonal drawings or just from reference images?

The method you are using is the best I have found for these kind of compound surfaces. Make a high poly or nurbs plug and then draw the poly topology or project it onto the plug and then create strips of polygons from those curves.

It's coming along nicely Dave.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

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# 10 18-08-2011 , 09:00 PM
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A bit of both Rick, the orthogonal drawings are good for getting the main shape on this one and scale but are a bit useless for getting the side slopes and how parts fit together......dave

This is the main link I am using for ref:https://sabbathian.wordpress.com/2010...il-mi-24-hind/




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Last edited by daverave; 18-08-2011 at 09:07 PM.
# 11 18-08-2011 , 09:35 PM
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yeah that is what I figured as this model is like an exercise in trying to see how many compound curves you can put into a single surface model.


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# 12 20-08-2011 , 12:10 PM
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Little update...........dave

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Last edited by daverave; 23-08-2011 at 04:57 PM.
# 13 22-08-2011 , 07:35 AM
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nice work so far dave...keep it up

cheers bullet


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 14 23-08-2011 , 08:46 PM
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Thanks Bullet
Should get a lot faster as the back is not as comlicated............dave

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# 15 25-08-2011 , 05:38 AM
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hmmm still looks abit bumpy to me

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