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
# 16 02-02-2006 , 08:32 AM
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hi guys thanks for your helpful advice. Yeah it never occurred to me not to use Hdri ill give it a go.
Lipski the flags are from a pic i found on the web just edited a lil in photoshop then i made a displacment map for them too.
thanks for ure help and suggestions i will get onto them now Blomkaal user added image

# 17 02-02-2006 , 10:51 AM
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bit more progress added a light in the booth a tried to simulate the moonlight not got it right just yet though. Also i have a lovely tree hanging over the phonebooth now.user added image
One of the flagstones has the makings of a small indenttation for a puddle but im not sure how to make one any suggestions?

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# 18 02-02-2006 , 11:13 AM
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hey thats looking quite good now user added image giving a real glimpse into what lies ahead. did u also make the tree?...always wondered how to make leaves like that and populate branches without the evil 'do it by hand leaf by leaf' technique

just noticed that the tree looks 2d...
with the puddle i would just add a flat plane with a water shader...any better way i cant think of...but hey sometimes the simplest answer is the best....


Last edited by SpaceGoat; 02-02-2006 at 11:16 AM.
# 19 02-02-2006 , 11:17 AM
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hi yeah i almost started doing it bit by bit leaf by leaf but seems theres a very helpful tool i just learned about its the paint tool.
go to Rendering/painteffects/getbrush. amd look in there theres lots of nice tools. part 7 of the haunted house tut goes into the detail into getting the 2d images how u want em.
Yeah 2d thats the only problem not sure if they can go into 3d. but they do convert to polys if u choose so but still remain 2d.

# 20 02-02-2006 , 11:22 AM
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yeah the paint effects tool has a large range of effects including fairly decent looking grass and trees. I'm not sure exactly what you mean but there are fully 3D trees you can just paint in and then convert to polys retaining all textures.

edit: (yeah again) just in case somone doesn't know, paint effects grass always looks better when it is converted into poly's. And if they become a hassle, just stick em into another layer, hide it, and work will become smootheruser added image


Last edited by SpaceGoat; 02-02-2006 at 11:25 AM.
# 21 02-02-2006 , 12:09 PM
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The lighting is lovely. Doesn't look like moonlight, though - more like light from a street lamp. And yeah, it would look great if we saw the lampost.

If you want moonlight I think you need to make the light colder.

Lipski - good to hear that about the paint effects, thanks.

# 22 02-02-2006 , 12:39 PM
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i figured out to make the tree 3d thanks for ure input and complements guys.:attn: user added image

# 23 02-02-2006 , 12:54 PM
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I love how this is going mate, keep it up.


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# 24 02-02-2006 , 02:36 PM
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kind words again tim ...thanks mate. user added image

# 25 02-02-2006 , 02:38 PM
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Nice to see some traditional landmarks of Britain being modelled. I might do a speed camera sooner or later. user added image


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# 26 04-02-2006 , 06:30 PM
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cool lol. ill be looking out for ure next mission user added image
heres some more progress adressed the flat trunk issue and added a bark texture made some leaves but the colour is too light atm user added image theres now a street light moon light and 1 point light in the scene as well as the internal light glow from the lamp. inside the booth.

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# 27 04-02-2006 , 07:05 PM
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Nice, you gonna dirty it up a bit to give it the authentic feel??

# 28 04-02-2006 , 07:56 PM
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sure am user added image

# 29 04-02-2006 , 08:08 PM
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yep its looking great!are you using GI or only FG ?

# 30 04-02-2006 , 08:20 PM
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just FG at the moment gonna try Gi now i think. never really played with it to be honest, but it cant be that difficult user added image
im using FG a hdri and 4 seperate lights at the moment.

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