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 29-03-2008 , 03:41 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Yup its great, but it does need time to understand what your doing with it, you need to generate maps that and then set up the networks in maya etc etc etc

ALso you need to watch it as when you sculpt and move up the levels it changes the underlying geo ofthe model, which can cause you problems when applying the maps.

If you are going to give it a go have a try first, dont just jump in, but to be honest I wouldent bother as the cartoony style your after you can gat away with just with maya


"No pressure, no diamonds" Thomas Carlyle
# 47 29-03-2008 , 11:49 PM
mastone's Avatar
Maniacal boy king of Babylon
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605

Originally posted by alexanderH
If you are using the character only for your video, and are not concerned with any possible render time differences between low and high poly, and the unwrapping/texturing of it than why not do the most smoothed one?

Are you kidding me?
Polycount is everything
user added image

# 48 30-03-2008 , 04:48 AM
Weyu's Avatar
Registered User
Join Date: Nov 2006
Location: Sweden
Posts: 482
I just started working on my first cartoonish character and I'm not going to use zbrush as it is a tool used mostly for fine details. And at a cartoonish model most of this can be done with photoshop, and it might look outright weird if its done in zbrush. I dont think you need to sculpt veins or wrinkles on a cartoonish character. user added image

# 49 30-03-2008 , 05:00 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300

Originally posted by Weyu
I just started working on my first cartoonish character and I'm not going to use zbrush as it is a tool used mostly for fine details. And at a cartoonish model most of this can be done with photoshop, and it might look outright weird if its done in zbrush. I dont think you need to sculpt veins or wrinkles on a cartoonish character. user added image

Dude, outright wierd??? Poly painting, move tools in Z rules the roost, dont count Z out just cos your making a low poly character, use it where it fits in a workflow, hard surface I go photoshop all the way, organic, pretty much Z all the way for texturing it.

Theres no point sculpting all the way but fr the rest, well..


"No pressure, no diamonds" Thomas Carlyle
# 50 30-03-2008 , 05:23 AM
Weyu's Avatar
Registered User
Join Date: Nov 2006
Location: Sweden
Posts: 482
Sorry its just my point of view and ofcourse it might be totaly wrong but its just how I like to do it. I try to avoid zbrush as I dont want to become to lazy and skip alot of the texturing parts, but thats just becouse I'm on a training stage and I dont want to skip texturing/drawing bumps until I feel that I dont need it anymore.

Edit: Okey, as I'm very tired I'm just going to say that you can acheive great results by using phothoshop+Maya and with Zbrush +photoshop+Maya you are able to create even better result.

But you have to ask yourself how big that difference is, when making a animal or realistic human the difference can be enormous, but when creating a cartoonish human I think its rather small. So why put alot of effort in learning a new application when you should focus on the design and topology?


Last edited by Weyu; 30-03-2008 at 05:30 AM.
# 51 30-03-2008 , 06:01 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300

Originally posted by Weyu
So why put alot of effort in learning a new application when you should focus on the design and topology?

Thats exactly what I'm saying.

If you really want to go bells and whistles, expect problems, not with the softwares but with your understanding and application


"No pressure, no diamonds" Thomas Carlyle
# 52 01-04-2008 , 06:31 AM
anasasis's Avatar
Registered User
Join Date: Apr 2007
Location: Melbourne
Posts: 347
cheers guys im thinking i will just stick with maya for this as i know the power behind z-brush and with this being a major assignment i dont think its worth risking it when i dont have a huge understanding of how z works in time i will dive in deeper but i really dont have the time to be learning an entire software package right now but thanks ofr all the tips and the debate lol i appreciate everything u guys have to offer so cheers.

# 53 06-04-2008 , 02:19 AM
anasasis's Avatar
Registered User
Join Date: Apr 2007
Location: Melbourne
Posts: 347
okay heres more work on another character the old man he still needs a lot of work but well this is a w.i.p section so lol
and ive also started the environement and the bathroom for the opening scene

Attached Images
# 54 06-04-2008 , 02:20 AM
anasasis's Avatar
Registered User
Join Date: Apr 2007
Location: Melbourne
Posts: 347
the bathroom:

Attached Images
# 55 06-04-2008 , 02:22 AM
anasasis's Avatar
Registered User
Join Date: Apr 2007
Location: Melbourne
Posts: 347
the environment:

Attached Images
# 56 06-04-2008 , 05:02 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
To me the old guy looks like the main dude, just adjusted a bit.


"No pressure, no diamonds" Thomas Carlyle
# 57 08-04-2008 , 02:50 AM
anasasis's Avatar
Registered User
Join Date: Apr 2007
Location: Melbourne
Posts: 347
gster123 : the body is new but it is the same head im going to make a new one just thought i would render out with a head so i could get a better perspective of what he would look like but he does still need some tweecking cheers for the crit

Posting Rules Forum Rules
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

Similar Threads