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
# 271 20-03-2012 , 07:06 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
Also in hypershade utilities............dave




Avatar Challenge Winner 2010
# 272 20-03-2012 , 10:24 PM
ctbram's Avatar
Moderator
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,998
I think I got it figured out. TY guys. Oh and I have not made a lot of comments in this thread but I want to say this is really outstanding work Leon. I am very impressed, with your overall skills, you seem to have mastered every aspect - modeling, texturing, rendering, rigging, animation, dynamics.... Just outstanding! You should be very proud.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 273 21-03-2012 , 01:48 AM
Registered User
Join Date: May 2006
Location: Hastings UK
Posts: 895
Cheers for the very kind words Ctbram, still feel I have a very long way to go till I will of mastered this stuff but feel I am making good progress and am really stoked about getting my stuff working in game. Thanks to an amazing guy who has been teaching me the ropes I can now get a character rigged and set up in max and over to the cryengine in a few hours. Has always been a dream to be able to create characters and vehicles for video games, is amazing to see it coming to fruition.

Our short video is progressing well and should have a post with the video soon.

We will then begin work on our 1st game. I will start a new thread up when this happens so I can demonstrate as many of the aspects that I have and will be learning in order to assist others who might be interested. Also just a key thing we discovered in max for making these models low res was the new multi rez option in max 2012, essentially works like decimation master but gives great control and results.

Thanks again for every ones kind words with regards to my work and this thread, it is much appreciated and certainly helps keep the motivation high,

-Leon

# 274 21-03-2012 , 04:18 AM
bullet1968's Avatar
Lifetime Member
Join Date: Feb 2010
Location: Australia
Posts: 4,255
got it mate and added you....cheers again for the offer

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 275 21-03-2012 , 04:25 AM
ctbram's Avatar
Moderator
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,998
I have not used physical sky env rendering and I noticed that once enabled I can no longer get proper ambient occlusion renders unless I physically delete the phys sky render node. Is there a way to leave the node and just disable it for my AO renders? I even tried creating a dedicated AO render layer and all I get is a dark blue murky haze on everything until I completely delete the phys sky node.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 276 05-01-2013 , 02:03 AM
Registered User
Join Date: Aug 2011
Location: Sliema Malta
Posts: 497
Having some testing fun. The first c130 is simply compd out onto a picture while the 2nd one is done in maya with particles for the clouds and a BG plate on a mip node. Any clouds in the middle and foreground are done in maya. Just the distance stuff is the BG plate.

Attached Thumbnails

Last edited by Chavfister; 05-01-2013 at 09:10 PM.
# 277 05-01-2013 , 05:54 AM
Acid44
Guest
Posts: n/a
The clouds on the second one look amazing.

# 278 05-01-2013 , 08:32 AM
Registered User
Join Date: May 2006
Location: Hastings UK
Posts: 895
Holy cow Collin, that last image looks mighty fine for sure bud.

# 279 05-01-2013 , 09:12 PM
Registered User
Join Date: Aug 2011
Location: Sliema Malta
Posts: 497
Here is a screenshot of the setup. Just a plane, ibl, and fluid emitters for the clouds.

Attached Thumbnails
# 280 04-05-2014 , 09:00 AM
Registered User
Join Date: May 2006
Location: Hastings UK
Posts: 895
thought I would bring this thread back from the dead just to show other work we are doing that is separate from the game. screenshots of some assets I created for resale.

user added image

user added image

user added image

# 281 04-05-2014 , 10:57 PM
Registered User
Join Date: Aug 2011
Location: Sliema Malta
Posts: 497
I always tell him he gets to do all the fun and "Shiny" things while I am stuck doing clothing and coding. Also I thought this thread was dead....

# 282 17-05-2014 , 05:21 PM
Registered User
Join Date: May 2006
Location: Hastings UK
Posts: 895
fun and shiny underground tube train as part of a modular subway pack we are working on for next gen engines and simulators. Realtime screenshot with cryengine

Attached Thumbnails
# 283 18-05-2014 , 02:34 AM
honestdom's Avatar
The Nurb Herd
Join Date: Oct 2007
Location: London
Posts: 2,381
I'm not sure when the last time you got the tube was. but I can assure you the arm rests do not glow!


Last edited by honestdom; 18-05-2014 at 08:33 AM.
# 284 18-05-2014 , 09:06 AM
Registered User
Join Date: May 2006
Location: Hastings UK
Posts: 895
haha yeah is just a material issue, will have pbs shaders soon though so will be able to get everything looking right and a hell of a lot better.

# 285 19-06-2014 , 08:30 AM
Registered User
Join Date: May 2006
Location: Hastings UK
Posts: 895
Col set it up in the new engine using pbs shaders.

Attached Thumbnails
Posting Rules Forum Rules
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 On | HTML code is Off

Similar Threads