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
I 've used both approaches before. With NURBS it's easier to start out with the entire basic shell, and then refine from there, that's how I did the 350Z in an earlier post. With polys (this project) you can work on one piece independently until you're happy, then move on. Either way though I'll always go back and refine the entire model when it's approaching completion.
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