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 17-08-2009 , 06:09 PM
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[lowpoly]Tank - JS2 Stalin


# 2 17-08-2009 , 06:43 PM
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The overall model looks good the only thing that i see is that you have a lot of geometry for handles and other stuff to make the tank appear to have more detail.
I would use a normal map for that you can insert a mesh in an object in zbrush i believe so why not use that?
looks good overall though user added image

# 3 17-08-2009 , 07:39 PM
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Well, for some details you are probably right, but for others, i don't think i can fake bumps that are like 40cms out of tank some on the top), so i juste modelled it.

But tnx for comment, i'll see what i can do.

# 4 17-08-2009 , 07:51 PM
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" ......... that are like 40cms out of tank some on the top)....."

-If you are going to use stand in geometry make it as light as possible use a cylinder and set the subd's so low that they are triangles and then normal map that

# 5 17-08-2009 , 08:36 PM
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ok, will do that, tnx!

# 6 20-08-2009 , 10:54 PM
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Well, i started the texturing. Mostly this is panting + some generic texture for noise, but i used those very little.

With tracks i helped myself by making one small part of it in highpoly, and then used AO map to paint texture, which i used for this tank then.

Anyhow, it's not much to show yet:
https://www.shrani.si/f/28/7l/2gydr0O4/pic2a.jpg

# 7 22-08-2009 , 02:07 PM
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# 8 22-08-2009 , 04:58 PM
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What size is the texture map ?
512x512 ?

# 9 22-08-2009 , 05:20 PM
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2048, but i suppose i didn't arrange uv's well enough, maybe any suggestion on that?

problem is, that i have lots of pieces, so i have to make them smaller to fit in the uvs, result is poorer resoluter, even on 2k.
https://www.shrani.si/?q/kn/3PcYvBYf/wire.jpg

# 10 22-08-2009 , 05:43 PM
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Well the uv's are big mess.

I suggest you to redo your uv's

Check this out

user added image

in this image i can tell you which one is the wheel which one is the body ... in your it's difficult ... try google for some Tank Uv maps.


When i'm laying out Uv's

I always check how the texture will go onto the model by checker you should make it too. It's very helpful !


Gj on modeling part

# 11 22-08-2009 , 05:50 PM
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ok thanks.

Well, you do have a point there, i'll be carefull about that. I'll probably redo them.

Though, i still have this problem, that ihave lots of uv parts, becuse there are lots of smaller objects, so how would i go about reducing the number of those pieces?

# 12 22-08-2009 , 09:45 PM
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# 13 22-08-2009 , 10:15 PM
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Did you make occlusion map ?
If not make occlusion add more color and it will come good.

And get some reffs if the tank have some specular spots you could add that too

# 14 22-08-2009 , 10:23 PM
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yeah i did use AO map, will try to add more color.

I'm using some reference, but tanks usually don't have lot of color in it, the one i have doesn't really show much reflection.

# 15 22-08-2009 , 10:29 PM
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The thing that goes in my mind is that the tanks are off road so there must be sand durt ... something like that some mug on the wheels ...

That's what goes into my mind ...

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