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
hey - thanks neo - yeah the main box is wood - something dark like a mahogony or cherry - and the rest of it, all of the braces and plates, are all metal.
hey tweetytunes - good to see you - thanks a lot mate!
have been working on his textures and attempting to get his ik handles working - i'm not having much luck when i try to use orient constraints and pole vectors - it always seems to flip my wrists / feet - and i can never get them looking right again - i try playing with the offset value, but i'm just guessing.
here are a few early experiments with his pose - check out the nose hair. need to get his chain in there and some more stuff.
ha - no, no plans to animate it - i can barely rig him and i wouldn't know where to begin with the chain which i plan to add next. i think i just need to focus on modeling and texturing for now.
first test with some chain. think it's looking a bit big and it's going through his coat in places. i was hoping to add a big chunk of it to his skeleton and then pose him, but i'm not having much luck, so i think i'll have to pose him first.
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