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 01-04-2008 , 04:22 PM
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W.I.P Human body

Hello guys I am modeling a human body. It is made of Nurbs (not the hand it is poly).
It is very basic since it is my first time modeling a human body or any "bigger" things.

I have been looking at the free human body tutorial but I can not get the legs right. I think I have tried to modeling them like 20 times but I can not make it look "ok". And now I have deleted them completely. ^^

The different parts (arms, head and body) are not attached to each other yet.

So now I could really use some comments from you guys. And by the way I am not using any image plane or anything in the background and yes I know the head is not right scaled and so on. ^^

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# 2 01-04-2008 , 04:25 PM
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more pics

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# 3 01-04-2008 , 04:27 PM
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more pics :P

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# 4 01-04-2008 , 05:09 PM
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It looks good for your first model. user added image
Are those hands facing up or down?

# 5 01-04-2008 , 05:46 PM
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Hands

They are facing with the "down side" up user added image.

# 6 01-04-2008 , 10:36 PM
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You should model the hands palm forward, not down or up,

This to set a relaxed muscle in the arm, if you twist the hand up or down, it will twist in nature your arm muscle.

Keep posting and keep updating user added image

# 7 02-04-2008 , 12:55 AM
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Ok I will and thanks user added image Aiko

# 8 02-04-2008 , 01:00 AM
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I model palms down, with the twist modeled, saves adding it later with skinning, and mostly palms are down facing.

And arms 45 degrees down, find it easier to skin.


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# 9 02-04-2008 , 02:55 PM
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isn't skinning the same if the arms are at 45 or 90? I mean I can't see how it would change anything unless you've got a lot more/less geometry because of the angle.


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# 10 02-04-2008 , 03:37 PM
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For me it has more to do, that when you have a character the best thing is T-pose and palm forward.

Gives you a better workflow for beyond maya. like zbrush etc...

But every studio has a different workflow, non of them are bad, just different.

# 11 02-04-2008 , 03:49 PM
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I just find that its the best for me, Ive done a lot of skinning of characters and I found I had to do a lot of work skinning the shoulders in a T to stop pinching, having the 45 degrees down made things easier and gave nice deformations. Also having the palms down I found got rid of problems sorting out the twist in the arm via the joints, for a simple bit of modeling.

I cant see any advantage beyond maya, Z just sculpts, if its motion builder or endorphin then dont they generally have palms down (even though they dont really care)?

As you say its up to the person.


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# 12 02-04-2008 , 04:07 PM
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Jup in the end it all depends on the TD Rigger, if he says 45 degree, then you will have to try to talk him out of it, or do what he says user added image

As a modeller it`s your job to think 10 steps forward, what is it that de texture artist want, what the rigger, what the animator, and so on...

So if gster is your TD then you otha lissen too him user added image

Btw gster you don`t need to create the twist when the palm is rigged forward, it`s just to avoid the twist not to have it there.
What happens with motion buillder, dosn`t make a difference you can set it up in any angle. As far as i know. user added image

So conclusion, modelling is a team effort where you need all the input you can get to make every body happy, but also yourself.

Btw: i also modelled palms down untill last month. just a pipeline thing.

Have fun keep posting.

# 13 02-04-2008 , 08:59 PM
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Yeah MB dosent care, as i'm all the "studio" I do what I find best!! haha!


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# 14 15-04-2008 , 12:58 AM
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Update

Hello again guys. I have now made all the parts (still working on the details).

I am working the poly mode now but just converted this to a sub so it looks more smooth

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# 15 15-04-2008 , 01:02 AM
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more pics

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