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 02-04-2006 , 11:12 AM
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# 47 02-04-2006 , 12:06 PM
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# 48 05-04-2006 , 08:23 AM
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Well, finally, here is the layout for the model using all the bits (apart from a couple of small ones that fold away) from the ship.
Dark bits will be wood based, dark grey will be shiny dark metal and light grey will be fairly shiny/fairly dull metal parts.
Gonna fold those bits at the back/front of the hand away and slightly thicken the arm sections.

time to do some detail modelling user added image

https://www.flash-fx.net/3D/images/tr...rs/model6a.gif


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bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
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# 49 05-04-2006 , 09:37 AM
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Good work user added image...this project it's becoming promising :attn:

If you put some kind of a gun or a weapon, from a transformation of some part of the boat, I think will make it better user added image

Keep it up and good luck user added image user added image


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# 50 05-04-2006 , 09:48 PM
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It's coming along nicely. Cool work.


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# 51 06-04-2006 , 04:19 AM
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obviously it will be fully rigged, now that will be also very intersting. Do you think you will need a couple of versions with differant rigs. I just poked my head back out of my 'sammy the seal' project in my foundation book to see what's happening and jesus.., I'm heading back to the drawing board with my tail between my legs.

great work...


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# 52 06-04-2006 , 07:52 AM
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Thanks gamester and good idea about the gun (I'd totally forgot about accessories). I think a telescopic barrelled pistol will pop out of his thigh and let him wop some muthas user added image

Thanks joe, I'm watching how your thread develops - keep it up user added image

Cheers mirek, I think to get it into a final pose it'll need to be rigged. How good that rig is is a completely different matter though user added image

I'm uv'ing the current parts so I can do a low poly version at a later date. Then its onto detail but it'll be hard to get anywhere as good looking as dilberts cool entry!


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# 53 06-04-2006 , 09:28 PM
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Hey Si ... looking good, dude! Is there any particular reason you're posing this guy with his legs like that? Is it because you're working out the transformaion? I think it would improve the overall look if the posture was a bit more upright.

If you can get this puppy textured up in time its gonna ROCK!

Dave

# 54 07-04-2006 , 07:42 AM
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thanks dave user added image
He's in no real pose at the minute, I think I was going to drop the upper torso and arms forward into a more gorilla like pose but then got distracted with trying to get all the parts in place from the ship user added image
I've uvmapped the low poly version and am just bevelling all the hard edges for the higher poly version as we speak. Then its a case of adding detail (displacement map maybe as I've never used them?) and onto texturing.


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
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# 55 08-04-2006 , 03:38 PM
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It's looking really good T1ck - I kind of like the gorilla pose, though maybe he is a little bow-legged. He looks pretty tough! I like the combination of wood and metal. This should look sweet once textured.

You mentioned making a low-poly as well as a high poly model. I was wondering - what are the advantages of doing this? I feel like I have heard people mention building low poly models for texturing, rigging, etc... do you transfer information to your high poly model?

Sorry if this question is out of place.user added image

# 56 10-04-2006 , 04:44 PM
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Thanks arran user added image I agree that it is too bow-legged and have moved the thigh area around to get a better upright pose. There isn't much progress here and I'm still working on finalising the knee area to make it look better.

I was modelling fairly low poly just to try and keep clean geometry and have kept it like that so I can use a smoothed version for the final piece. It's not for any specific technique (though I'd love to have a go at a higher poly version and play with normal mapping user added image )

https://www.flash-fx.net/3D/images/tr...rs/model7a.jpg


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 57 10-04-2006 , 06:39 PM
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Excellent!This new pose is looking a lot better. Well done mate.user added image

# 58 11-04-2006 , 01:14 AM
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Originally posted by arran
Excellent!This new pose is looking a lot better. Well done mate.user added image

Agreed.user added image

# 59 11-04-2006 , 02:41 AM
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I would really like to see a Mental Ray render. I'm really curious to see how this one turns out.

On a side note, this challenge competition must be a difficult one. There are hardly any challenge entries with any real progress. I see alot of good ideas being penned down, but thats it. What gives?

# 60 11-04-2006 , 07:50 AM
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Heavy Weight looks alot stronger...lol


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