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
# 46 20-02-2012 , 03:15 AM
Subscriber
Join Date: Aug 2005
Location: Austin, TX
Posts: 496
heres the other one i have saved out that is actaully working but has a higher poly count. 58448 polys with normal map added onto it.

Attached Thumbnails

Last edited by MamoruK; 20-02-2012 at 03:20 AM.
# 47 20-02-2012 , 03:27 AM
THX1138's Avatar
19 year Veteran
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,140
Your going to have more seam problems to deal with if you use a normal map. Displacements maps are easier to work with. Use the base mesh from your original model of 7304 ploy's. Import that one back into mudbox, and don't change anything to the base mesh. Subdivide the mesh so you can resculpt the detail. I stress not altering the base mesh because if you do, your texture map will not match the UV placement of the base mesh when you generate your texture map.

# 48 20-02-2012 , 03:34 AM
THX1138's Avatar
19 year Veteran
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,140
If your comfortable with the hi poly count on that one then use it. 58 thousand poly's is still not that much unless this model is going to be used for gaming, then you might have a problem using it.

# 49 20-02-2012 , 03:35 AM
Subscriber
Join Date: Aug 2005
Location: Austin, TX
Posts: 496
ok when you mean alter teh geometry you mean don't do anythign whatsoever to the lvl 0 mesh?

and this model is for a cinematic trailer.

# 50 20-02-2012 , 10:01 PM
THX1138's Avatar
19 year Veteran
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,140
Yes, don't move any verts or add more poly's to the original base mesh. Only thing you need to do with the base mesh when it's in mudbox is to sub divide it to sculpt in the detail. Then make your texture map for the base mesh. Then you can go back into maya and put everything together so see how it looks.

# 51 21-02-2012 , 01:29 AM
Subscriber
Join Date: Aug 2005
Location: Austin, TX
Posts: 496
I'll be sure to do that with the next model. with this one if they polys get bad to where i'm being slowed down during animation i'll just make some control shapes and turn the higher mesh invisible.

# 52 26-02-2012 , 12:14 AM
Subscriber
Join Date: Aug 2005
Location: Austin, TX
Posts: 496
OK new project same problem well kinda... wth is up with this? it should look like pic 1 but now i get this retarded looking thing!

Attached Thumbnails
Attached Images
# 53 26-02-2012 , 03:29 AM
THX1138's Avatar
19 year Veteran
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,140
What does your base mesh look like? Just curious.

# 54 26-02-2012 , 09:04 AM
Subscriber
Join Date: Aug 2005
Location: Austin, TX
Posts: 496
i'm just redoing it... i didnt even mess with the base mesh this time... ><

# 55 26-02-2012 , 11:22 AM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Yeah I really wanna see the base mesh for this. Wire on shaded please

J

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads