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
Heres a final update before the polycount goes off the charts: https://tenthchoir.com/warthog_103.jpg
These Warthogs are strange little buggers. I think I need to study a few more good references before moving on but its damn close.
Some Guy- The wire frame is simply a comp of a black and white vector render multiplied over a mental ray render in PS. Let me know if you'd like a more detailed description.
I'm still hangin' out in Maya. No Z-Action yet. I'm having too much fun cutting in new edges and tweaking verts!
Some Guy- Heres a bit more in depth explanation of the wire frame render. Keep in mind, this is just how I do it. There may be many other ways to go about it. This is just what I've come up with and stuck with for now:
First render the model how you want it using MR or Maya Software renderer. Save that image (I usually use TARGA). Now either don't move the camera or better yet bookmark the view (view>bookmarks).
Next I select what edges I want to have show in the render (or just select the whole object) and harden the normals.
In the attribute editor set the camera environment to white.
Open up render globals and select the vector renderer and make sure 'fill objects' is unchecked and 'include edges' is checked. Here you can also set the edge weight and color.
Render and save (Here I usually use TIFF).
In photoshop open both images and paste the wire frame over the other render and set the layer type to MULTIPLY. Now you can set transparency to taste!
There are so many variations you can achieve so above all experiment like a mad scientist and have fun!
Jramauri- How have you been? Thanks for the compliment! I will be using Zbrush mostly for painting the texture. I will model some of the major wrinkles in Maya and some in Zbrush just to mix thing up a bit. Most of the wrinkles will be bump mapped. I think I'm one of the only people on here who doesn't have Maya Unlimited so I won't be using fur but instead I plan to make whiskers and some of the mane using skinny little polys. The more bulky hair will probably be tackled by using alpha maps.
I'm on my way to check out your thread to see where you're at with Bjork!
Joopson- Dude! You just need to make sure to select 'outlines' instead of 'entire mesh' under: RENDER GLOBALS>MAYA VECTOR>EDGE OPTIONS. With this selected only outlines of objects and poly edges with hardened normals will show.
Unfortunatelly, my project is stopped for a while, since some jobs has appeared to do. But I hope I can go for it next days.
Hey, do you know the ZBrush Fiber Brush? Maybe it could be a good thing for you to use. You can import your model on ZBrush, and paint over it with Fiber Brush, to mimic the fur. The only problem is that it will be a static image, not a 3D object. But as the main task here is to make a realistic final image, it could be a solution.
Another thing it's Maya PFX. If you intent to make fur just in some areas, it's a good tool. I think you could make some tests with it.
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 Off |
HTML code is Off