This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
this is a workflow i havn't really seen before but is working well for you sculpt looks pretty nice as well, nice job
i usually try to stay as far away from retropologizing in zbrush as i can lol
And here are the UVs that i have made in a program called headus UVLayout. This program is like a dream because is very easy to use and you can make a layout like this in 5 minutes almost automatically. You just tell the program what are the parts you want and he does the rest.
Now I have to make a normal map with zmapper (a part of zbrush) and export a low (not so low) resolution model as obj to maya.Then apply the normal map to get the details.
Hammer:
I have to make a cavity map in ZB and apply it as color texture in maya acording to the tutorial. This is apart of the normal map that i have already made and is
applied in maya as bump map but choosing the option tangent space normal.
The cavity map helps to define the imagen but is using the color texture, so I still dont know how im going to do my own painting apart of the tutorial.Perhaps a layered texture or a layered shader.
Coldwave:
I had no idea of what i was going to do, i just began modeling and changing things until getting something. I dont like to much the statue looking it has, but i was tired and decided to stop there and continue with the tutorial.
and here is how it looks in maya with the normal map made in zbrush:
i think to avoid the "drippy waxy candle" look you should build up large detail from lower subdivisions. I'm by no means am an expert, so some more experienced zbrushers might be able to confirm or correct what i'm saying.
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