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 18-12-2003 , 10:40 PM
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Achtung - Panzer. A low poly IFV.

Keeping in style with the armor modeling madness here at SM. Found this as a modeling qualification test at Digital Illusions website. Put in ~3h into it now. Maximum 3k polys, at ~1500 now. Will add all major shape-defining details as polys and the rest will be textures.

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# 2 18-12-2003 , 10:44 PM
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# 3 18-12-2003 , 11:21 PM
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that hert em !!

# 4 19-12-2003 , 10:23 AM
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Whoa... that's gruesome!


That'll do donkey... that'll do...
# 5 19-12-2003 , 11:46 PM
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Update. This one is close to target polycount. As you can see most polys are in the tires, I'm not sure if those are final. Some cleaning up to do and perhaps some optimizing.

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# 6 20-12-2003 , 01:18 PM
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If you are real picky about triangles, here's how you can save 2 more triangles user added image

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# 7 20-12-2003 , 01:26 PM
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Thanks G-F, I'll make sure to do that.


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# 8 20-12-2003 , 05:32 PM
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UV-unwrapped it. Arranged and scaled all the pieces into one map. Did some slight optimization, 2955 tri's (I had forgotten to triangulate some parts for the image). Started painting the texture.

<<<oversized image removed>>>


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Last edited by dave_baer; 11-01-2004 at 12:24 AM.
# 9 21-12-2003 , 01:09 AM
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Looks nice user added image

# 10 21-12-2003 , 03:07 PM
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wish I could unwrap my uvs so nicely user added image looks cool fredriksson what's this for, game work?


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# 11 21-12-2003 , 03:55 PM
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Does look very nice, especially for only 3k polies. i coudlnt make betrter with limetlessuser added image, kudos.


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# 12 21-12-2003 , 04:16 PM
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Thanks guys.
Pure: For the UVs, I found dannys UV-tools very helpful, but it took ~6h anyway. It isn't actually going in a game (that I know of) it's just practice, maybe to put in the portfolio if I manage to complete it.


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# 13 07-01-2004 , 05:05 AM
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Done a few h of texturing. Got some pointers from mike, but I will do this all freehand for practice reasons. These are sshots from the viewports, no renders, the real texture is 1024^2 but the one that shows in viewports are something like 512^2.

Edit: sorry if its a bit big, but atleast I comped two views.

<<<oversized image removed>>>
EDIT: Yup. Too big. And comping two views doesn't give you extra credit. user added image


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Last edited by dave_baer; 11-01-2004 at 12:25 AM.
# 14 08-01-2004 , 11:47 AM
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Kickass buddy, looks like some good practice.



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# 15 12-01-2004 , 05:07 PM
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Thanks vector.

And unknownmoderator, if you'd rather have a few 640*480's so be it.


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