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
# 31 28-09-2002 , 06:28 PM
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excellent wire shot!! nice work mike

# 32 28-09-2002 , 06:43 PM
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A human head (or a complete human) is a really difficult thing to model. That's because we're so used to see them in real world every day. Even slightest misplacement or erroneous scaling of some parts will show immediately. I've learned this during the conventional drawing course i'm taking atm. We're doing a charcoal drawing of a plaster head model and it's really tough one to crack.

I don't say I'm an expert or anything but here's what i think is wrong with your model (without looking the reference images):
1. From the side view it seems pretty ok except i'd move the ears a bit towards the face
2. The eyes are a bit far away from each other
3. The nose seems a bit wide (and thus it seems too big in general)
4. The outer corners of the eyebrows could use some more definition. Maybe pulling them out from the head more...

Don't get the wrong impression. I think the head looks very good as it is now. I know I couldn't do anything like that at least user added image


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# 33 28-09-2002 , 07:28 PM
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Thanks for the great feedback, Kbrown! I've tweaked it some, using many of your suggestions. I know the eye area still has a bit of work to do

# 34 29-09-2002 , 09:16 PM
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# 35 29-09-2002 , 10:06 PM
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ROCKS!!!!!

Great job man!


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# 36 30-09-2002 , 09:42 AM
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Nice improvements Mike! Keep it up!
(damn, I think I'll try to model a female head too user added image)


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# 37 30-09-2002 , 09:45 AM
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yep..that looks a lot better mike, kbrown give good ideas and you have nailed them fine!!! looks great, nose now spot on mike!

and the side shot of the ear look very impressive.

# 38 30-09-2002 , 10:29 AM
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and this is all done in poly ?


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# 39 30-09-2002 , 10:37 AM
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Originally posted by Protheus
and this is all done in poly ?

yep..he done it all in poly! awesome !

# 40 30-09-2002 , 10:40 AM
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so poly is much easier than NURBS ? and is is advisable to do a female head with poly or with nurbs ?


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# 41 30-09-2002 , 10:44 AM
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Originally posted by Protheus
so poly is much easier than NURBS ? and is is advisable to do a female head with poly or with nurbs ?

well this is a much debated question...kinda like chicken and the egg user added image

but IMO I find polys a lot easier as I think mike does to... but some people would have a heart attack if you actually modelled something "organic" with polys as they feel that is what the nurbs and subs are for..

but its all about preference....

# 42 30-09-2002 , 10:50 AM
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hmm oke, because I am not well know with poly's at the moment so thats why I model with nurbs.

Maybe I 'll try poly for a while and see how that working


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# 43 30-09-2002 , 12:50 PM
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wicked man.. :p
don't stop now man.. you're right on.. user added image

# 44 30-09-2002 , 04:51 PM
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Mike, your changes look amazing so far, keep up the excellant work!

Wish I could model something that well, I can't even do a cube well yet hehehe

# 45 30-09-2002 , 05:10 PM
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Thanks for all the comments, fellas! user added image

I'm working on the body now. I'll post a pic when I feel it looks half decent. lol

As for Polys vs Nurbs, it all depends on the subject matter and preference. When it comes to complicated objects (like a head) you have to use patch modeling with nurbs, and it can be a large pain in the buttocks (in my opinion), so I prefer polys, which is all just one object.

Now, of course, for simple, organic stuff, I'll use nurbs, like for the temporary eyeballs I've got right now. For a mech type creature, the main chaste would probably be in polys, but any sort of tubes or wires would be nurbs, as it is easy to extrude along a path, etc... just depends on the artist and the situation. user added image

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