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
# 16 06-11-2003 , 11:57 PM
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Alright, made a bunch of changes. Tried to fix what you guys pointed out.

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# 17 07-11-2003 , 01:22 AM
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1. The rounded mass of the back of the head no matter how fat a person is unless he is deformed needs to be a little bit more round. That area is sinonimous along with the cranium. Note where the neck slopes it needs to be tweaked a little bit

2. Since the bakc mass of the head was tweaked you still need to refine the jawline area which is one of the most important things when you are modeling the head. What you got so far is good but it needs to be tweaked.


3. ignore number three lol



4. Im just basically pointing proportions which are based on the 2/3 basically the middle of the head is the eyebrow ridge......... between the chin and eyebrown ridge resides the bridge of the nose which you placed well and doesnt need to be perfectly in between since most humans are different. and on the top of the head it needs to be more round but not perfectly round if you know what I mean.


overall you are doing very good so far and I hope my critiques have helped you into becoming the best modeler you can be.


Last edited by Jflores; 07-11-2003 at 01:26 AM.
# 18 07-11-2003 , 01:28 AM
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here is the ref

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# 19 07-11-2003 , 01:44 AM
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Thanks Jflores, I'll check that out tomorrow. (too tired now)


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# 20 08-11-2003 , 12:19 AM
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The model is really improving. Got some more tweeking but it is loog good.


I am sure you know things like this but I am going to say it anyway. To resape the roundness if the head use a latice so you do not have the pain of moving pionts on half of a head. Also to smooth out buckles use the average vertex botton but only when you have the individual vertices that you want smoothed selected.

# 21 08-11-2003 , 01:16 AM
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Thanks for the lattice tip, I hadn't thought about that. It may come in handy. Knew about the avg. vertices, been using it somewhat, but it can give some unpredictable results sometimes. Had today off from maya, so I'll get back to it tomorrow. Cheers.


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# 22 08-11-2003 , 02:05 AM
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whoah. That is really awesome work. They only thing I could suggest is a bit more detail on the ears user added image really though, the model is way too good for your first effort... or second or third or...

:thumbsup:

# 23 09-11-2003 , 10:24 PM
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Witch tutorial did u use if u used one ?

# 24 09-11-2003 , 11:17 PM
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None actually. I've looked at a bunch of them though (the Joan of Arc one in particular), trying to memorize the techniques, but I decided to try without the training-wheels. There are alot of good head tutorials out there though.


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# 25 10-11-2003 , 02:44 AM
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More of the same.

Been struggling with the ear. This isn't final.

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# 26 12-11-2003 , 06:25 PM
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help from me!

hey go check out the front page from www.3dtotal.com !
There should be a "Modeling an ear" Tutorial.
greetings

# 27 12-11-2003 , 11:53 PM
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I've read it at his homepage, and to be frank, the tutorial kinda sucked. The ear he creates looks great, but only showing it from one angle and then making lots of leaps makes it very hard to follow. I looked at it when I made mine, and I looked at the Joan of Arc one (which is not as good a ear but a better tutorial). Thanks though. I've made some changes and am currently working on shading and texturing.


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# 28 13-11-2003 , 10:03 PM
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Simple shader and some eyes. Worked a bit on the mouth.
Have it unwrapped and such, but I really suck at texturing, so that will take a while.

edit: just noticed how weird and bulgy it looks in that perspective, more zoomed out view looks alot better

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Last edited by fredriksson; 14-11-2003 at 03:46 PM.
# 29 19-11-2003 , 02:13 PM
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Look at Mike Mckinleys Ear tutorial video, it gives a good direction..


Carsten Lind
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LEGO Systems A/S
# 30 19-11-2003 , 03:04 PM
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Caligraphics: I'd love to, when I get money again.

Personally I don't find the ear that bad. But if you say it is, maybe I should rethink.

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