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 18-02-2003 , 07:58 PM
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Into Gallery ??

Hi,

I'm working on this for past 2 days or so whenever i'm free.

If some of u guys feel it's worth to go into the gallery, then i'ld like to tweak it little bit. I know it's not 100 % accurate but i'm trying to make it perfect.

Hope u guys like it.

# 2 19-02-2003 , 12:49 AM
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Very nice. I like the colors of the beek. Did u do the full body?


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# 3 19-02-2003 , 01:38 AM
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It looks a lot like a 2d painting, very cool. One thing that catches my eye though... is HIS eye. The blue part around it just doesnt seem right user added image... and yea, at the end of his beak (black part). I dont know though, if that is what he is supposed to look like in real life then great!


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# 4 19-02-2003 , 01:50 AM
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hmmm, I agree with v and I'd try to change the lighting, so you get more depth. And maybe some texture on its "torso", so suggest some layer of feathers.

For the composition, I'd give the bird just a little more space from the edge of the pic.


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# 5 19-02-2003 , 05:03 AM
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I agree with all of the comments here. Make a few changes, and it just maybe ready for the gallery. user added image


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# 6 19-02-2003 , 08:30 PM
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thnx for the comments.

i'll definitely look into ur suggestions. i've modelled it after an image of the tucan. there is nothing wrong with the blue color or eye and the black end of the beak. Nature has applied the above textures to the bird. user added image . i juust copied them user added image

could u plz suggest me how to put depth into the file... and i need little help on lighting b'coz i'm still learning and am not a pro.


thnx again


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# 7 21-02-2003 , 12:11 AM
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As one of my art teacher used to say, true black doesn't exist in nature. I am not sure if that is actually true or not, but I think that to give dimension to the black you should give it some light diffiusion or reflection to break it a bit.


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# 8 21-02-2003 , 12:16 AM
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Yeah, maybe somethin like an Anisotropic shader-type highlight in the black part of the beak, just to show the natural "ridges, and bumps" to give a sense of "grain" to the beak a bit...


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# 9 21-02-2003 , 12:21 AM
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Originally posted by silviapalara
As one of my art teacher used to say, true black doesn't exist in nature. I am not sure if that is actually true or not, but I think that to give dimension to the black you should give it some light diffiusion or reflection to break it a bit.

I agree. In CG if you use rgb of 0 0 0 the renderer will most likely give you a pitch black result (if there's no refelections). If you use rgb of say .1 .1 .1 it'll give you a sense of a black material but the shape is more recognizeable.


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# 10 22-02-2003 , 10:35 PM
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yes, i think adding little grain and bump would make it more realistic.

Thnx.

I'm working on it


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# 11 02-03-2003 , 05:56 PM
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THe white part looks far too flat, git it more detail like the guys have said above. The overall look is strangley appealing though well done.

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# 12 05-03-2003 , 07:30 AM
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hi guys,

my updates got dealyed b'coz my internet accnt had some problem.

i've replaced the pitchblack with rgb(10,10,10) and made the material anisotropic. but adding grain to the beak did not help much.

here's an update


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# 13 05-03-2003 , 01:15 PM
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It looks like it could be real nice, but its just looking too flat. Are you using reference?

It definately needs specular hi lites all round, and a good bump map for the beak. What Kind of light set up are you using. Try back lighting it as it will help to bring it out of the background. I dont wanna sound too critical I just wanna help you make it better.

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