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 23-06-2007 , 12:49 AM
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Join Date: May 2006
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Spitfire question

Hi All,

I'm in the middle the Spitfire tut and I was wondering whether it was beneficial or just good practice to when wings are being 'placed' instead of attached that a hole is needed to be cut out of the fuselage?

I have had a go but found that alot of seemingly unneccessary geometry is needed to get clean edges.

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As appose to this where I'll probably have to make lots of new edge loops

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Could i just leave it and keep my nice clean geometry?

# 2 23-06-2007 , 12:38 PM
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Join Date: Jan 2005
Location: dallas
Posts: 13

hey

What a great tut, I just loved modeling the spitfure. When dealing with the wings, you dont have to follow the video to a tea. There are much better ways to deal with a few topics presented in the video's. Your first objective is to combine 2 surfaces while keeping geometry clean. The video suggest using a boolean if I remember right. I used the bridge tool. There is also a ton of edge work, this edge work surves one purpose which is to maintain a shape when subdivided. You can very easy do the spitfire a a low resolution model to define its poly shape then when your poly model is complete .. go back & do the edge work, you need 3 edges for each edge to control smoothing. Also you may want to forget about the edge work, instead when nyou convert to subs, add full & part creases to selected edges which does not change the resolution of the poly mesh & does a much better job.

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