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
# 121 25-10-2011 , 07:23 PM
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thanks gents. tweaked. user added image

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# 122 25-10-2011 , 07:49 PM
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Yeah but also be aware....smooth preview gives a different smooth result to the surface than an Approximation node....one is slightly smaller!!

I kid you not

Jay

# 123 25-10-2011 , 10:11 PM
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last one for today

am busy on the wings now....guns....

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# 124 26-10-2011 , 01:40 PM
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Projected the ortho view of the wing so I could gauge a better start position for the landing gear flaps. Not modelling the gear (at the moment, maybe later)

cheers
Jay

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# 125 26-10-2011 , 04:46 PM
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Spent the afternoon cutting and tweaking the underside landing gear holes...Going to add the wheel flaps/guards to close the holes up....

ttfn

Jay

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# 126 26-10-2011 , 05:18 PM
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That looks good Jay how did you cut out the shape.................dave




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# 127 26-10-2011 , 06:13 PM
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Cheers Dave

I projected the texture down on the wing, see post prior to the last AO shot, then just cut the shape with the split poly tool, extracted the shapes for use later of the flaps, then just tidied the geo up get rid of tris using 'the' technique you and I use on the quiet LOL.


Edit: Wire attached now.....

hope that helps

Jay

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# 128 26-10-2011 , 09:34 PM
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I thought you might be using the cut curve tool that I think is in maya 2012, looks good as you have done it.............dave




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# 129 26-10-2011 , 09:44 PM
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No mate, have heard things about it, I'm using 2011 until the bugs are gone from '12.

J

# 130 26-10-2011 , 09:47 PM
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I using 2009 till the bugs are out of 2010......LOL........dave




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# 131 26-10-2011 , 11:47 PM
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haha and bullet is using 2008 until the bugs are ironed out of 09 lol


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# 132 26-10-2011 , 11:55 PM
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LMAO!!

Well in all seriousness....I've had no bugs in '11. At all.

2008 was very steady too, I still have my licensed copy of that. Prior to that Maya 4, 6 and 8.5 were good too.....no complaints here...except for the mental ray issues LOL

Jay

# 133 27-10-2011 , 05:12 AM
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The gear and panel openings look good Jay. Looks like we all use the same approach. I was hoping you might have some new voodoo, but at least it's good to know we are on the same page.

I smooth and than cut in the secondary details although I often use the B-word. I cut in the corners the same way although some times I use a second buffer loop (as per grant warwick's hard surface essentials techniques). Also, whenever possible, I will also extract geometry where there are natural part lines so that I can isolate sections requiring heavy geometry.

Maya's smoothing is still a bit wonky compared to max. What works in max in warwick's video does not always work in maya, but it is doable, it just takes a little more fidgeting sometimes. Also, I believe Max's stack system has some advantages for hard surface modeling over Maya's history system.

I still prefer Maya's UI and little things like having to select rings before you can insert loops is tedious and annoying in Max as are some of the GUI visuals. In the end both packages will get you to the same place though.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

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# 134 27-10-2011 , 10:08 AM
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That is looking brilliant Jay.

I'm on 2012 SAP now. It's on a par with 2011 stability wise now. Not had a hang for weeks.

# 135 27-10-2011 , 10:17 AM
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Thanks ClearAirStudios -will post some more updates later.

Right thats good to know. Its just probably the majority of people I know have had lots of issues and required workarounds for various things. So it does make one cautious.

cheers
Jay

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