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
i liked it, specially the animation if ur a new maya user, excellent work. :attn:
the only crit i have is that the lighting may need a bit of tweaking. example: use more spotlight lights may give it a more "skarier look" rather than point light or directional light.
The suggestion on lighting is a good one. As I am still very new to all this, I really do need to play around with that.
The original idea was to just make the alien, then comp him into a virtual set (www.seriousmagic.com). This was ment to save time etc, however I soon realised that his eyes & shoulders etc had no reflections and it looked really crappy.
So I was 'forced' to build parts of the room. Seems that with every cam angle I chose, I had to build a little more of the room as it would be seen in background - lol.
4 or 5 cam anlges later, the room was completely re-modeled in Maya. I still use the virtual set for any front on cam angles, leaving my model just to fill in the background of panning shots or close ups.
I have attched a quick render of the complete Maya elements. (lighting is ramped up a bit so I could see it all)
To give credit where it's due, the arms are NOT my work (free download from turbosquid.com). I did however re-rig them and all the actual animation is my own.
Also the basic head shape was heavly borrowed from a concept I found somewhere online (can't remember site now). But I did play with shape and added teeth & fangs etc.
He was fun to make and I was basically flying blind as I cannot draw to save my life so did not do the right thing and use referance image planes.
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off