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 15-08-2003 , 02:19 AM
nirsul's Avatar
Subscriber
Join Date: Oct 2002
Location: Haifa, Israel
Posts: 437

Imaginary architectural space [UPDATED]

I like this kind of spaces and materialsuser added image
Can't do anything 'bout it...:p


The red haired broom was causing me some trouble as I couldn;t make the hair point to the floor...

Luckily - brooms are sometimes kept inverteduser added image

https://users.actcom.co.il/sysoft/gallery/interior.jpg


Nir

Attached Thumbnails

Nir Sullam
Architectural Visualizations Page: www.orvatsel.com/index2.html
Maya Page: www.orvatsel.com/maya
www.nirsullam.com

Last edited by nirsul; 16-08-2003 at 11:40 PM.
# 2 17-08-2003 , 11:49 AM
drknow's Avatar
Registered User
Join Date: Apr 2003
Posts: 1,033
Nice!!! No crits here.


It's Dr. Know, Not Darknow
# 3 17-08-2003 , 12:22 PM
Vampus
Guest
Posts: n/a
Looks out of scale. I think the image should be shorter or wider.

# 4 17-08-2003 , 04:09 PM
drknow's Avatar
Registered User
Join Date: Apr 2003
Posts: 1,033
Yes Yes, Good point. I missed it.


It's Dr. Know, Not Darknow
# 5 17-08-2003 , 05:19 PM
nirsul's Avatar
Subscriber
Join Date: Oct 2002
Location: Haifa, Israel
Posts: 437
thanks for the crits but actually this is some kind of a high corridor - therefore the relation between height and width are kind of "out of scale"

Nir


Nir Sullam
Architectural Visualizations Page: www.orvatsel.com/index2.html
Maya Page: www.orvatsel.com/maya
www.nirsullam.com
# 6 17-08-2003 , 05:45 PM
^^TwEeK^^'s Avatar
Registered User
Join Date: Apr 2003
Posts: 357
looks really good...it does seem a bit out of scale though....maybe try making the ladder a bit wider


- TwEeK
# 7 18-08-2003 , 04:55 PM
Vampus
Guest
Posts: n/a
Just a suggestion, but maybe it would be a better if you not replace the old image, but post a new one, otherwise the forum gets all out of sync.

# 8 18-08-2003 , 05:39 PM
3dgurl's Avatar
Subscriber
Join Date: Aug 2003
Location: California
Posts: 164
i dunno nice shadows being cast but the scene still looks "3D" and not realistic. Maybe some softer lighting in areas?. What is this mysterious source of generic light coming from? and why would it cast such hard shadows? Most indoors areas are usually lit by some form of diffused light i.e. flourcesent lights, covered light fixtures etc. If the light soucre is supposed to be another one of those hanging red lamps, unless its WAAAAAY up on the ceiling, it wouldn't cast light like that or that brightly unless you're using a 150 watt bulb. Also the hanging red lamp should be casting light as well i see no light on the shiny floor so it looks simply like a glowy lamp.

the flat grey wall texture could use more life to it give it a few nicks, stains, or scuff marks etc here n there make it look like a REAL wall.

overall the scene looks well laid out with a few nice extra lil touches but it could use more extra lil touches... its the IMPERFECTIONS that make a scene look realistic. Nice breick texture, nice painted cynder block texture as well. the floor looks nice but too nice user added image



Last edited by 3dgurl; 18-08-2003 at 05:42 PM.
# 9 20-08-2003 , 01:03 AM
drknow's Avatar
Registered User
Join Date: Apr 2003
Posts: 1,033
How do you know all this stuff gurl??? user added imageuser added imageuser added imageuser added image


It's Dr. Know, Not Darknow
# 10 20-08-2003 , 02:53 AM
3dgurl's Avatar
Subscriber
Join Date: Aug 2003
Location: California
Posts: 164
funny thing is i know about lighting in real life and such but im bad when it comes to understanding the technical aspects of making good lighting in maya i can picture how a well lit scene will look and where i'd place the light, it's just that i'm still a novice at actually making it work ^_^

oh and i um wnet to school for this crap cept the bastards weren't to clear on the lighting ad making it work right in maya.


# 11 21-08-2003 , 01:27 AM
NERDboy's Avatar
Registered User
Join Date: Aug 2003
Posts: 77
Great work nirsul.

# 12 21-08-2003 , 05:46 AM
nirsul's Avatar
Subscriber
Join Date: Oct 2002
Location: Haifa, Israel
Posts: 437
tahnks

herer;s another one

Attached Thumbnails

Nir Sullam
Architectural Visualizations Page: www.orvatsel.com/index2.html
Maya Page: www.orvatsel.com/maya
www.nirsullam.com
# 13 21-08-2003 , 05:14 PM
3dgurl's Avatar
Subscriber
Join Date: Aug 2003
Location: California
Posts: 164
ok now it makes more sense ^_^, the shadows are much nicer, light source makes sense, good job. the looks as if your displacement map might be off?


# 14 21-08-2003 , 05:54 PM
EagleKing's Avatar
Registered User
Join Date: Apr 2003
Location: Germany
Posts: 976
huh? kinda max payne

Posting Rules Forum Rules
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

Similar Threads