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 08-04-2003 , 03:54 AM
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Realism -\/ector(\/)an

Hey guys i'm kinda a newb, and don't expect to win any competitions soon, but i beleive this might be a good way to learn! You guys all seem to give eachother such help, and feedback i think that it should still be a fun experience.

I've been dillying with realism a bit and i find it QUITE Rewarding. Post more later tonight.


(also known as mrcoolbp)



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# 2 08-04-2003 , 04:25 AM
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okay i htink i might do this guy on my desk



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Last edited by Vectorman; 09-04-2003 at 02:51 AM.
# 3 08-04-2003 , 05:01 AM
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okay check it out



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# 4 08-04-2003 , 05:25 AM
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Here are the new wires



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# 5 08-04-2003 , 05:27 AM
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heres the front and top



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# 6 08-04-2003 , 05:46 AM
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little texture, better base(bottom piece), That washer is gonna come out nice, also a little soder on the feet



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# 7 08-04-2003 , 05:50 AM
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duh, and a color map on the copper now.

oops made the body in poly tubes, i'll fix that tomorrow going to bed.



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# 8 08-04-2003 , 10:50 PM
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added some soder on the washer, kinda running outta things to do but it doesn't seem done yet



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# 9 09-04-2003 , 01:55 AM
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Wow, first off.. i love your name user added image and how you spell it, its like my M, but backwards )v( (V), heheheh. Anyways, i was going to say add the soder to your model.. but you seem to have that covered so far! Its really looking nice, i would also suggest changing the base to a different design, just because your latest image with the base, doesnt look real. One thing other than that though, sorry to say it.. your nut is the one other thing that doesnt look real user added image. You need to add the strands into it and make it more rough without the smoothness user added image. Great though,i think you have a good chance man user added image, keep it up.


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# 10 09-04-2003 , 02:16 AM
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that all sounds about right on the base. I've been through 4 different designs for thatuser added image.

Thanx for the post )v(, on one of the first posts i made i said that i didn't steal you're M. I forget where tho. yah mine is \ / also. thats why the "V "and the middle part of the "m" are taller = )

Any ideas on HOW to do that nut? As i mentioned i got this program 3 weeks ago. So i'm a little lost on how to bump map one specific part, and how to do the texturing to for an object like that. Beleive it or not its just a Sdivided cube with some extruding(indruding actually = ).

Thankx so much )v(



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# 11 09-04-2003 , 02:21 AM
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fixed that ugly poly breakup



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# 12 09-04-2003 , 02:42 AM
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Yo, i realized that i counted 18 furls on the base, and made only 18 sections(resulting in 9 furls)! I think this one looks better but i'm prolly gonna have to give it a spec map and some dirt so a color map too. Maybe a bump (for scratches) map?

What would a spec map look like? Sould they all have spec maps?



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# 13 09-04-2003 , 07:52 PM
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okay heres a color and bump map.

Still no ideas on modeling, bumping, and texturing the nut? anyone know any "nut" tutorials lol, or something like it?



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# 14 10-04-2003 , 05:14 AM
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Hey bud i was gone all today, but now i can see if i can help user added image. Anyways, its nice to have a (\/) and a )v( on this board user added image... lol. Anyways, its not like i would of freaked at you if you spelt the m like )v(... its not licenced to me user added image. Anyways, as for the model.. the base is really looking good now, along with the sader and whatnot user added image. Just, the brass seems to merge into the base too weird and leaves a real weird effect, it almost looks like the man isnt attatched to the base, but floating above it. I dont really know how to fix this.. other than add something around the 3 pillars for his legs and chair user added image.

As for the nut, i would start off with a poly cube, and get a big nut refrence up on a poly plane. Then subdivide and pull to get the exact shape and while making the nut, do not smooth the edges user added image. Then i would just tweak the edges to look like the nut, and then boolean out a circle. I dont know exactly how to do a boolean, as i used to do it in max user added image. It shouldnt be too hard though, do a search for boolean in the help files user added image. Other than that, the strands arent as important for now, you can do something with a bumpmap later on to make the thread. Then i would poly split a lot all around and just make dings in the nut, like its a bit old.. i would do that to your washers and head user added image. Just an idea. Anyways, really coming along nice! If you need a bit of an example of what i mean, let me know.. i would be happy to make a quickie to show ya user added image. Cya.


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# 15 10-04-2003 , 05:18 AM
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Ah, i see now.... yea.. the feet need more soder..... up to you though user added image.


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