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 01-03-2012 , 06:05 AM
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First real time game character.

Well this is my first go at something way different then i've done in the past, she was the result of a 8 week course and I'm pretty happy for my first real attempt at a nex gen game model. I learned a lot of things about game characters that i can also bring over into my high res work. Model is roughly 11.5 k polys.

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# 2 01-03-2012 , 07:19 AM
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pretty good Kurt...her feet seem a tad small? 8 weeks online or at a real school may I ask? This will also be part of my tasks shortly...characters and clothing/armour...lots of normal maps. What software did you use for the mapping?

cheers bullet


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 3 01-03-2012 , 04:27 PM
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Online course, High res in ZB, x normal for the Ao and Normal maps, uv's where all done in maya. Her foot size is right, just didnt give here big hunken boots so she could run.


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

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# 4 01-03-2012 , 04:58 PM
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nice work, looks cool.
just curious about the white edge on the shoulder thing. I've seen this before in game models. just wondering what causes it. looks like the alpha doesn't quite match or something.
Also do you bake the lighting in next gen game models?

great model, i like the texturing too.

# 5 01-03-2012 , 06:00 PM
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White edge i think is just maya view port. I'll be bringing her into marmoset hopefully to finish her off should get ride of all the maya view port issues.


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 6 01-03-2012 , 08:03 PM
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Ah cool, after i posted i thought it could be something like that. I never use the high quality view port thing.
what's marmoset?

# 7 01-03-2012 , 08:21 PM
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I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

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# 8 01-03-2012 , 10:47 PM
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LOL fair call Kurt....a sheila with huge boots most likely wouldnt be able to run ...I will have another look at xnormals..didnt know there was an AO plug in there..hmmmm thanks for the info mate.

cheers bullet

EDIT: WOW that marmoset looks cool dude!!


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes

Last edited by bullet1968; 01-03-2012 at 10:56 PM.
# 9 02-03-2012 , 02:41 PM
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This the world of Warcraft girl isn't it. I made a model of her last year. Think I prefer yours though. I like the stomach area particularly.

Was the course the katon Calloway one at Cgs? If so.... Did you learn much you couldn't have got elsewhere? I have ( and still do sometimes) consider taking it.....
Particularly with creating normal map friendly topology and successful ao/normal mapping practices in mind....?

# 10 02-03-2012 , 04:06 PM
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YA was Katons, I new most of the regular stuff like building models and low polys meshes. My main reason was to brush up on makign good Normal and AO maps. Since there are not to many film studios by me so this will open games up a bit more.


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 11 02-03-2012 , 04:56 PM
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Cgfx shader test.. pretty cool little script.

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I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 12 02-03-2012 , 05:52 PM
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Questions, questions..... How much of the accessories and clothes are modeled into the 'base'? Shes quite a kitted out character isn't she.... I'm finding myself trying to work out what parts of geo are actually separate....? A wireframe?

And that leads on to rigging. How did you pose her? Rig/lattice? The shoulder pads and other add-ons must have given you trouble?

Cgfx script?

Have you rendered the high res out of zbrush yet? I've been playing with the new bpr filters n stuff this week....

# 13 02-03-2012 , 06:26 PM
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Hey Ben the shoulders, cloak, bracers, hair, eyes, finger and leg armour are seprate. The other parts are all one mesh. Rigging just a basic rig and painted weights to get her posed.

Hardware render test.

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I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 14 02-03-2012 , 06:51 PM
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That's great work. The topology looks really interesting, particularly around the breast plate area, and the little 'hooks' coming out the hips for the tips of her hip plates. I see you have put your green shader to use again in z user added image

I bet that course must be interesting. I'm a little envious. The three Cgs workshops I've done have all been good and I have definitely always learned alot from them. Maybe one day....

# 15 02-03-2012 , 06:55 PM
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Ya there is 2 more course i want to take once I get the spare cash.


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
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