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
# 1 01-09-2003 , 03:42 PM
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September Challenge - Nataliia - Noobie

Alrighty, I'll throw my hat in the ring for this one:

Concept #3:
Character Environment

As this struck me as an early period camping/druidic scene, I plan to stick to that theme. Dark Ages Celtic style (think Stonehenge). user added image

edit - forgot game type.

Overhead RPG a' la Neverwinter Nights


Last edited by Nataliia; 01-09-2003 at 04:07 PM.
# 2 01-09-2003 , 03:49 PM
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Good luck, Nataliia. user added image Looking forward to what you produce.

# 3 01-09-2003 , 10:06 PM
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Started preliminary work on stone circle which was the central piece to the environment that I've chosen. Rough draft, with a wireframe and the inspiration for it. Will probably change later, but am using the KISS principle until I have all my parts ready.

I should note, just in case, the bottom right example is the real deal and what I used for placement of the stones. I can only hope to come close to that by the time I'm done. user added image

This segment has:

Verts: 750
Edges: 1796
Faces: 1190
UVs: 1634

Attached Thumbnails

Last edited by Nataliia; 01-09-2003 at 10:10 PM.
# 4 01-09-2003 , 10:12 PM
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I likey so far. user added image

Don't forget about scale, although your pic looks fine so far.

Hmm, speaking of which, I should make an edit regarding scale to the rules.

Make sure that any sort of entryway is at least 6 units tall, and 4 units across. Sorry if that throws anything out of wack. If so, feel free to just use that as a "from now on" thing. user added image

# 5 01-09-2003 , 10:18 PM
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Gotcha. As this is nothing but a lot of blocks at the moment, it will be easy to resize regardless. user added image

# 6 01-09-2003 , 10:47 PM
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No Fair! That would have been my final render.... user added image

And c'mon spill da beanz - wots KISS???

Scraggy

# 7 01-09-2003 , 10:58 PM
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Keep
It
Simple
Stupid

user added image

# 8 01-09-2003 , 11:11 PM
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Hey You got that 1 user added image

Mike 1 : Scraggy 0

# 9 01-09-2003 , 11:13 PM
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LOL! 'Cause to me it also looked like a "safisticated" bag of beans....

# 10 02-09-2003 , 12:01 AM
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This week, Nat will mostly be working as a stone mason. user added image

Stone Henge rocks (pun intended), they dont let tourists walk through it anymore, but its really something.



Last edited by [icarus_uk]; 02-09-2003 at 12:04 AM.
# 11 02-09-2003 , 02:09 AM
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entryway is at least 6 units tall, and 4 units across

Um...I feel rather dumb, but what units are we measuring by? The ones on the grid, and if so, set to feet, I will assume? I'm just not finding any units other than them and feel a bit silly.

# 12 02-09-2003 , 02:31 AM
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Yes, grid units. Every grid unit is equal to 1 foot. Every 3 units is equal to 1 meter if you like doing things metric style. This is just to help people scale all models in their scene correctly. Makes it more organized.

# 13 02-09-2003 , 02:37 AM
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Thanks, Darkware, but is that with the grid set to default? I can set my grid (in preferences) to represent feet, inches, centimeters, meters, yards, etc, and when it's set to feet and I size my things up to where it will have an 6' doorway, it runs off the perspective view and I can no longer see it. user added image

# 14 02-09-2003 , 02:48 AM
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you gotta edit your camera attribute (bump up the default clipping plane value past the default 1000)

* select camera in outliner, press control A to gain access to its attributes.

# 15 02-09-2003 , 02:50 AM
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Thanks all! user added image

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