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
# 16 09-08-2007 , 09:25 AM
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ya i can add some white and color soon... going to get the little dude underway


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# 17 10-08-2007 , 11:06 AM
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skin adn hair underway still a lot more tone to add..

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# 18 13-08-2007 , 04:22 AM
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boots done

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# 19 14-08-2007 , 03:09 AM
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color done just need to do spec mapp. final poly count is just under 3500 and 1 1024color map..

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# 20 27-08-2007 , 10:59 AM
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Pretty close to finished....

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# 21 27-08-2007 , 11:11 AM
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Hey looking good!

I would suggest that you display your models as screen-grabs instead of renders. Since game art is real-time and not rendered, people would get to see the art in more of a real-time setting. What I generally do is Use No Lights so that you avoid the default lighting look that Maya gives things.

# 22 27-08-2007 , 11:18 AM
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thanks Mike here a screen grab

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# 23 27-08-2007 , 01:07 PM
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then I would also suggest not using a blinn or phong so you avoid the "sheen" look user added image

# 24 27-08-2007 , 01:32 PM
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On it...=)


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# 25 27-08-2007 , 07:58 PM
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looking cool kurt. user added image

I was just wondering why you wouldn't use a blinn or phong though?

# 26 28-08-2007 , 01:47 AM
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I would say it that a few years ago all models used Gourad shading because that was the fastest (and ugliest). Nowadays with advanced gfx-cards and shaders, realtime materials can be very advanced, so I dont' think it's totally wrong to use a blinn or a phong to show off the model. However if you want to show off the modeling and texturing it's best to use as simple materials/light setup as possible as it's the model/texturing that's important and not the graphics engine/renderer etc. therefore what Mike said is the best with no lights.

# 27 28-08-2007 , 08:12 AM
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Will pose him soon...

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# 28 28-08-2007 , 09:13 AM
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Originally posted by DJbLAZER
I would say it that a few years ago all models used Gourad shading because that was the fastest (and ugliest). Nowadays with advanced gfx-cards and shaders, realtime materials can be very advanced, so I dont' think it's totally wrong to use a blinn or a phong to show off the model. However if you want to show off the modeling and texturing it's best to use as simple materials/light setup as possible as it's the model/texturing that's important and not the graphics engine/renderer etc. therefore what Mike said is the best with no lights.

got you - that makes sense. thanks.

# 29 30-08-2007 , 07:45 AM
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pose

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# 30 30-08-2007 , 08:41 AM
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what does he look like when you turn on Use No Lights?

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