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
# 46 18-04-2006 , 08:07 PM
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ill soften up the ridges on the nostrils a bit more.

absolutely right on the dent on the temple.

i think it got pushed in by mistake.


as for box modeling, i had the [dis] pleasure of box-modeling a character long ago; and only one of us came out alive :p


hell be in splinter cell-type garments probabl a knife and gun.

ill make use of an old rifle i made sometime ago

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# 47 18-04-2006 , 08:09 PM
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as always vlad ...very impressive

hats off to u

# 48 18-04-2006 , 08:48 PM
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Yep. Vlad, you really are really good at what you do. user added image that guy is already seeming like he could beat the crap out of all of us already! :p

And to Joopson- I'm astonished that you would pick XSI over 3ds Max. :angery:


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# 49 18-04-2006 , 08:49 PM
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matt, your PM box is full


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# 50 18-04-2006 , 08:51 PM
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so is yours! bbut I cleared mine. funny, i only had 1 item in it


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# 51 18-04-2006 , 08:56 PM
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i only had 3, hmmmmmmmmmmm


and yours is still fulll........ lotsa bold Text i guess, lol


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Last edited by Joopson; 18-04-2006 at 08:58 PM.
# 52 18-04-2006 , 10:03 PM
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Excellent work Vlad - looking forward to seeing the wire.user added image

# 53 19-04-2006 , 03:43 AM
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here is the wire of body and finished hands.

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# 54 19-04-2006 , 04:38 AM
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astonishing!:attn: :attn: :attn: :attn: :attn: :attn: :attn: :attn: :attn: :attn:


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# 55 19-04-2006 , 07:51 AM
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Damn, you've really outdone yourself this time Vlad, and after that last guy you did (can't remember what he was), that's some accomplishment! user added image

His rifle kinda reminds me of the ones from Aliens... Haven't seen the movie in a while though, so I might be way off user added image


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# 56 19-04-2006 , 08:33 AM
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Nice one bro!!!

I am learning something by your wireframe... thanks
I wasn't sure if you could make the geometry like that.
Always thought I should keep it four-sided as possible
and the lines were to run right round the surface...

cheers
well done! Awesome!


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# 57 19-04-2006 , 08:57 AM
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Woah thats sweet, do ya mind if I keep the images are references!! LOL.

Great work man

# 58 19-04-2006 , 09:05 AM
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Vlad

Nice work. Looking at this today (I'm in Armpit mode) I think that area in particular is to rounded from the guys bicep to the chest, make it it more 'pinched' not too much but not as arched as it is now. I know theres loads to do yet but just a small thought.

Cheers
Jay

# 59 19-04-2006 , 12:43 PM
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thankx for the heads up Jay. ill try and find some refs for that area.

as for N-gons, since im not going to do any displacement mapping, n-gons are really not an issue.
i try to keep them less than 6 sides and in areas that will not collapse on themselves when deformed, or i have them where i would need a bias in the weights [ when skinning] where they do need to collapse on themselves [ a la steven stalghberg :p ].
thanx for comments.
and the gun is the pulse rifle from aliens.

# 60 19-04-2006 , 01:15 PM
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Hey Vlad

No Probs. hey I had a word with Steve Stahlberg about 5's during deformation, and he showed me some samples in a face on the cheeks where his 5s were and they were fine, so I think its a case of distributing those very well, which he does so...

Also, Vlad, with regards to rigging have you got Maya Pose deformer plugin? Its a better way to correct shoulder joint deformations. It works per axis like a blendshape but without the interference of another incoming shape so the way it works is more realistic, its a little more tricky to set up but once its done...it looks very good.

go here for the plugin: https://www.comet-cartoons.com/melscript.php, scroll to 'posedeformer' theres a help tute here at https://www.tokeru.com/twiki/bin/view...yaPoseDeformer

Hope it helps out, I'll be using this in the very near future too

Jay

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