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 12-08-2008 , 03:22 AM
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:attn: Finally some progress!

Can you post another wireframe? I think 13,000 faces is still a bit too much for this so far.

Originally posted by Chirone
...i almost feel like saying how that works, but i should resist...

Why not? It could be interesting...

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# 47 12-08-2008 , 03:56 AM
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Originally posted by BennyK
Why not? It could be interesting...

only if amoeba lets me, it's his thread :p




that's a "Ch" pronounced as a "K"

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# 48 13-08-2008 , 01:01 AM
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Ok, beveled some edges, looks nicer now.
Wireframe in next post...

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# 49 13-08-2008 , 01:04 AM
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Meh...Im actually on 27,000 faces... user added image

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# 50 13-08-2008 , 01:09 AM
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i believe in the thread that venorm started in the WIP area GecT told him how better to smooth the edges without using bevel.

https://forums.simplymaya.com/showthr...threadid=30648

can you post a close up on that cap like you did before but in wireframe (and not in xray)?

it's nice to see that you're edges were softened user added image

also you could probably deal with losing the edges that make the circles in the telescope's body since the telescope is straight. it mont be much, but its still something




btw, where's your tank??




that's a "Ch" pronounced as a "K"

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# 51 13-08-2008 , 01:53 AM
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i know that type of smoothing on the telescope a few times, I didn't now how to bevel! Just learned it today... user added image
(But thanks anyway, really appreciate how you help me (this is not the first time user added image )

With the tank, I didn't do much (actually, I didn't get farer then make the image"planes" (nurbs surfaces) because I spent most of my time with practicing for 3 exams/tests, some on making a game for school (extra marks for the flash unit we are doing (it could technically count as a test) and the remaining time on the telescope (which, as you can see, was not very much....)
Sorry about that... :shakehead

And there are two different caps, do you mean the one where the ocular is, or the one in the back?


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# 52 13-08-2008 , 02:01 AM
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aren't there two lenses o a telescope?

bleh..

well, i meant the one at the occular...uh... the one thas higher up on the y-axis... i assume both ends look exactly the same


and you get to make a game at school?? i dont think we ever got to do such things.... user added image
then again, i dont know if our school could afford the licences

and hope your tests/exams went well user added image




that's a "Ch" pronounced as a "K"

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# 53 13-08-2008 , 12:20 PM
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My old school didn't have the macromedia pac either...
I that they got a discount or something because one of the teachers worked at Macromedia or adobe once... (or something like that, not exactly sure).
So we have the Dreamweaver + Flash + Fireworks pac. Sucks that most students don't even bother opening them. user added image

Anyway, here is the pic, and I just show you the difference of the caps so you understand... user added image

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# 54 13-08-2008 , 12:20 PM
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Pic 2

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# 55 13-08-2008 , 06:01 PM
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Originally posted by amoeba
So we have the Dreamweaver + Flash + Fireworks pac. Sucks that most students don't even bother opening them. user added image

i think the only art that is pushed in nz schools is the wearable kind, paintings, music, dance and drama...

i like the screws user added image

you got pics of the wire frames though?




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# 56 13-08-2008 , 07:51 PM
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Pic 1

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# 57 13-08-2008 , 07:54 PM
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Pic 2

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# 58 13-08-2008 , 08:29 PM
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heh, that explains part of the high poly count :p
you have a lot of flat surfaces with a lot of rings on them, you could consider hitting delete edge on most of those rings on the flat surfaces
(shift+ctrl+click (i remembered you're on a mac this time!) while in edge selection mode and the option is on the menu, or its somewhere in the menus at the top)

most of those edges don't add any more detail to the mesh and they would make laying out the UVs a lot more annoying...unless you used a UV layout tool, the free one is Roadkill

unless of course you plan on adding bumps by deforming the mesh itself then it's fine user added image

either way, i still think your screws on the bottom cap are awesome user added image


i'm really curious to know.... how did you make the caps?




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Last edited by Chirone; 13-08-2008 at 08:31 PM.
# 59 13-08-2008 , 08:32 PM
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For the caps, I just made a normal Poly cylinder, fitted it over the telescope tube.
Than, use the extrude tool a bunch of times, add a few edge loops (to keep the shape when smoothing) and then smoothed the whole mesh with a division level if 1.
user added image


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# 60 13-08-2008 , 08:38 PM
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aaah, so you would have used the polygon's smooth method?

that explains the funky edge loop on the front cap!

i think you can still delete a few of those edge loops though.. namely the ones not at the edges of the caps.......omg that probably confused everyone.......

ummm... i'm not going to clarify unless you are really really confused about what i just said




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