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
# 76 27-04-2012 , 05:33 AM
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# 77 27-04-2012 , 05:43 AM
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# 78 27-04-2012 , 05:55 AM
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yep Piaxal thats damn close. I would use a texture Creck.....otherwise it will blow out the polycount by a huge margin.

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# 79 27-04-2012 , 06:39 AM
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Hi guys, it looks pretty close to the ref., but as I would like to create this model high poly regardless to polycount, probably I shall model it.


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# 80 27-04-2012 , 06:49 AM
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I though to make it this way; create a poly tube with about 6 divisions, copy it a create something like in the image below and then combine it into one object; the problem is that I have no idea how to cut it around

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# 81 27-04-2012 , 08:18 AM
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you could go that model route but give a transparency map a try. Unless you are right on top of the model you will not see a difference.


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Last edited by ctbram; 28-04-2012 at 11:33 PM.
# 82 27-04-2012 , 08:51 AM
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Im with Rick, however DONT use tubes...you will only see it from the top. I would model a flat plane, shape it into a diamond, then raise the outer edges etc to create 1 obkect delete the middle face (starting plane) then duplicate ad nauseum.

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# 83 27-04-2012 , 08:52 AM
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Ive tried doing it that way before Creck a right mess to UV, what I would do is model it as you have then do a occlusion render of it side on (witch way you have it) then save as a PS file that will be your texture..............dave




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# 84 27-04-2012 , 09:05 AM
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Like this mate......or close...left history etc on too...its only the top surface but bugger all to duplicate and flip. Then just hide the edges with the frame and use the cut face tool etc. Oh and to add after reading daves UV thing...UV the first diamond...then all will be easier...

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# 85 27-04-2012 , 10:06 AM
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here you go mate...no undersurface on the grill...half an hour

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# 86 27-04-2012 , 04:25 PM
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Thanks for help mates, really appreciate it user added image


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# 87 27-04-2012 , 06:43 PM
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Its post the settings of your lighting?

# 88 27-04-2012 , 07:55 PM
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If you want to go the texturing route you can use a trans map + spec map + displacement

I am having problems with maya atm but when I get the problem fixed I'll post an example

nm I can't get it to work in mental ray! It works in vray on rhino because you can set a water level on the displacement and so everything below the water level is not rendered and hence you can use displacement to render a screen type surface very efficiently.

I'll fiddle with it some more but I am having some major issues with Maya atm.


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Last edited by ctbram; 27-04-2012 at 08:10 PM.
# 89 27-04-2012 , 10:04 PM
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Its post the settings of your lighting?

leandrojsj, I do not know what exactly are you meaning with that....

ctbram and others, thank you for willingness, but as I am pretty newbie in maya, I have no idea how textures and individual maps(occlusion, spec., displacment, transparency) work. Probably, you will have to give me a hand with that later, would you ?


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# 90 29-04-2012 , 11:29 AM
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Well, what do you think about this one? poly count: smooth level 2 = 8.8k; smooth level 1 = 2.2k

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Last edited by Creck; 29-04-2012 at 04:18 PM.
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