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
# 151 18-07-2003 , 02:46 AM
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Yea, same here guys. Been out, working (finally got me a job) so I gotta work, and I just got back from my friend Kens b-day party. So expect some updates soon, from me. user added image


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# 152 18-07-2003 , 10:57 PM
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Did alittle work on the EVO. Trying to get both headlights lit up. They both have the same texture on them, and one's glowing more than the othe. What gives? NE one have any ideas?

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# 153 19-07-2003 , 12:09 AM
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OK guys. Just alittle test here, to see what needs to be done and all. Also, to see how the cars and the city look together. I dont have any of Forum's cars yet, but I will soon. Well...? user added image

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# 154 19-07-2003 , 12:42 AM
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Aight, after 10 and 1/2 minutes of rendering, heres a 640 shot.

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# 155 19-07-2003 , 06:19 PM
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Rims



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# 156 19-07-2003 , 06:28 PM
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Thanx for the site Duke man. Will be very helpful in the future user added image Ok, update on the city. Made the street wider, so now 4 cars can fit, instead of only 2. Also added poles/posts/whatever their called for the stoplights. C&C on ne thing? user added image

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# 157 19-07-2003 , 07:35 PM
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I think that the black car is way too big compared to the other two and the cars are too big in comparison to the petrol station.

Also are you going to do a proper road texture? the one atthe moment just looks like a very quick hypershade job... user added image

are the cars rigged yet? it would be interesting to see some renders of some animations.

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Currently working on: Your Highness

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# 158 19-07-2003 , 07:45 PM
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So bigger gas station, or smaller cars? Which would be better? I think making the cars smaller would be best, cause the station was made along with the rest of the city, and the cars were imported into the scene. Yea, all the textures are just quick hypershade jobs/temporary. No, the cars are not rigged yet. Thats on my "to-do" list. As soon as I get them rigged, Ill make a short little anim. for you guys. user added image


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# 159 19-07-2003 , 11:38 PM
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if you wack you head into a wall.. does it hurt?

here is the civic.. finished.. should it stay a blue colour?

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# 160 19-07-2003 , 11:42 PM
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Kup Stax - How high can u stack the stax

another view

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# 161 19-07-2003 , 11:43 PM
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here is my rear end

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# 162 19-07-2003 , 11:51 PM
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I love it!

How about creating a big black poly block with the overall form of the car, and putting it inside?
That way it would not look like a car shell, but a bulky car -with weight-

# 163 20-07-2003 , 02:58 AM
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does sub-d's not work with mental ray.. cuz when i try to render out my car (its sub-d's) with a hdri reflection map.. it totally fux up... any ideas why?


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# 164 20-07-2003 , 03:54 PM
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Yea, I dont think Mental Ray supports Sub-D's. user added image You should put an intercooler/radiator in, cause you got a big front grille, and you can see alot inside the car that you shouldnt be able to see in. user added image Wanno uh..send me the file so I can put it in w/the rest of the cars? user added image


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# 165 20-07-2003 , 04:56 PM
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Yes, Forum. If you smack your head, into a wall, its going to hurt. And it depends on what kind of 'kups' your stacking user added image Yea, it should stay a blue color, cause it looks pretty good that color. After 24 minutes of rendering, got the Honda CRX added to the scene. user added image Also, make the cars abit smaller.

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