Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 13-12-2006 , 03:26 AM
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Planar projection via the camera direction

How amazing is this!! Only just found it, and am really impressed, sorry just had to get that off my chest. I'm pretty much using it for everything at least to start off my uv layouts!

/\/\ike


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# 2 13-12-2006 , 03:40 AM
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LOL, that was one of the first things I learnt when UV mapping.

Starnge how you miss things sometimes


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# 3 13-12-2006 , 02:55 PM
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gster, what am i missing here, i dont get it, i mean i feel like i have only read half the thread?? can you tell me what this is?? is this cuve on suface projecting from an ortho view?? sprites?? what is this?? looks important, especially if it is something you learnt early in the piece. user added image

(still waiting for PC to get fixed so just sort of strolling through the threads.)


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# 4 13-12-2006 , 03:05 PM
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Planar mapping maps the uv geometry from either the x,y or z axis though in the camera setting you can map from a non orthoganol view ie, in your persp window dolly around until your looking at the piece you want to map, however it looks in your persp window is how the uvs will look when mapped. Hope that makes sense.


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# 5 13-12-2006 , 03:10 PM
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# 6 13-12-2006 , 03:14 PM
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yes, it makes sense of course lol, its right next to spherical mapping, thats the one isn't it. ?? now i see what Gster means. user added image (and yourself user added image )

yes it is very helpful, thanks for that quick answer.


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# 7 14-12-2006 , 02:58 AM
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Originally posted by mirek03
[Bnow i see what Gster means.. [/B]

Really, Craked the code then??? LOL


"No pressure, no diamonds" Thomas Carlyle
# 8 14-12-2006 , 06:49 AM
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yea, finally, worse than the de'vinche code, :headbang: but my HEAD HURTS!!! LOL

thanks guys


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