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
Is there any advantage in modelling bevelled edges in the poly surface as opposed to just convert it to a subdiv and do crease edges or partial crease edges several times ?
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off