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
ok guys this is were im at, thanks for all the support, i used the ramp, which definatly adds to the model to look more 3d, however i wos struggling to get the brightness n contrast i wonted so i put the eccentricity to about 3 and took the spec roll off right down to give and also added a bit of glow like magicsy suggested, which brought the white out a bit more, I also used thePFX for clouds to create a fog effect were all the tenticles join the shell, cos i thought this looked kinda cool + i have no idea what is really there, i still have to add in some detail were the tenticles join (orange circle kinda things).
I also redid all the tenticles any applied some forces on em to make em flow up and around like the referece pic rather than down.
Also added a bit more detial in the shell. i saw some sort of spine in the ref pic n also some feathers comin down from the arches inside the shell. also some random twists n stray tenticles.
Im just gonna keep on workin on it and working so all c&c would be good, and helpful.
when i seen this thread in its early stages at the first post, looking at that reference picture, i gotta admit i was saying to myself "good luck dude, you're way outta your league" but now i see how the progress has made and im quite impressed you were able to get it as close as you did.
hehe thanks guys, ill try using those settings u used jay see what they look like, i fed the ramp through the ambient colour thats prolly why i got different results.
I prolly wont be able to get as much work done over the weekend, hopefully on sunday i will have some time.
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