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 04-03-2005 , 09:08 PM
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MY BIKE :)

Hello, everybody. I'v just started modeling my bike.
So, here is the first detail. user added image It's a rim (ant a photo of the original wheel in the corner). So, what do you think of it?

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# 2 05-03-2005 , 02:57 AM
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Wow, a bunch of views, no replys.... I like the detail on the sprocket (the brake rotor type thing in the middle...i think its a sproket...). But the rim itself has little detail compared to the center part. Other than that, nice work. user added image

Edit: I just noticed that the 3 oclock-ish and the 11 oclock-ish spokes look like they have a hole down the center of them. I dunno if its just shadow or....


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# 3 05-03-2005 , 06:46 AM
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"The brake rotor type thing in the middle"user added image is a brake disc user added image.
There are no holes in the spokes, but I've just noticed that the spokes are too thick user added image . I'll have to fix this.

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# 4 05-03-2005 , 07:15 AM
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looking good.



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# 5 05-03-2005 , 04:51 PM
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hello urvinism,

you've done a lovely job on the wheel and disc, I'm looking forward to seeing the finished product. The first model I tried to make on maya was my bike but I could not do it justice. Good luck,

Mat.

# 6 05-03-2005 , 09:08 PM
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I haven't done much sicne yesterday. I had to rebuild the rim , cos it was too detailed. So now it's not a subdiv. I decided to use only polygonal geometry to model the bike, when i use nurbs or subdivs, my computer works very slow, and now, even if the rim consists of 7800 polygons, my computer works faster. I think the final bike model will have abuot 100000 polys.user added image, that's too many, isn't it?

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# 7 05-03-2005 , 11:09 PM
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Post the wireframe, maybe you'll get some pointers on where you can cut back on geometry.

Green rims? Okay, why not.



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# 8 06-03-2005 , 08:29 AM
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Ok. Wireframe.

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# 9 06-03-2005 , 08:30 AM
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And one more.

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# 10 06-03-2005 , 01:57 PM
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Hello again urvinism,

That's a pretty neat mesh you've got there, I would lose some of the detail on the hub though. I rekon that you will probably not see much of it when you attach the forks and you may be able to get away with a simple cylinder if you want to lower the poly count. Take it easy,

Mat.

# 11 06-03-2005 , 02:08 PM
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The front wheel is finaly finisheduser added image. 8818 polygons, but I've expected 10000, so that's ok. user added image I will think about reducing the polys count, when my computer can't work properlyuser added image.

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# 12 06-03-2005 , 08:37 PM
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Here is my today's work. I've just started the fork, so it will be nicer later.

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# 13 07-03-2005 , 09:10 PM
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Today's work is here. You cuold say what you think abuot it, because it looks like only I write here...user added image

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# 14 08-03-2005 , 02:01 AM
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looks good, i cant really find anything to suggest as far as change

do you have a picture of the real bike so we know what direction you're going?

if not many people reply sometimes thats a good thing, it means no one sees any flaws.
keep it going, the frame should be easier than the wheel.


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# 15 08-03-2005 , 03:05 AM
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Wow, nice meshes. Besides the hub, the only place I can suggest might be the tinier mesh section such as the quick release bar? and some of the curvature around the disc base? Meshes obviously get dense in smaller areas, but unless the model will be seen very close up in those areas then our eyes and antialiasing will "smooth" those areas automatically. But, Hey! You're under your own estimate, so it's all good. user added image



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