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
# 31 30-07-2011 , 02:12 AM
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Here are a couple screen caps to show the missile fits in the tubes (tightly!) There is some intersection but that will never been seen so I am not going to stress over it.

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# 32 30-07-2011 , 08:27 AM
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"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 33 30-07-2011 , 08:43 AM
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Very nice mate, again love the attention to detail.

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# 34 30-07-2011 , 08:59 AM
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Concur with David ct...very nice modelling as usual....

cheers bullet


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# 35 30-07-2011 , 06:33 PM
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I think the modeling is done I am just have to go back through and name everything and set up the hierarchy.

I rendered the missile with the fins folded for storage in the tubes and extended.

I had to do a lot of remodeling because I did not model the missile first. To get the missile to fit I had to make the holes in the covers larger and rebuild the covers. Then I found the tubes sticking through the sides so I had to make the box wider. Which made me have to make the bottom box wider, which made me have to spread the arms farther apart, which made me have to make the base larger, and on an and on it went...

Lesson learned: BUILD THE PROXIES FIRST.

But I got it done and I am pleased with the way it looks.

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# 36 01-08-2011 , 03:50 PM
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just to have everything close together in the post here is a wire screen grab showing the way the canards retract...

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"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 37 01-08-2011 , 03:59 PM
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"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 38 29-08-2011 , 12:48 AM
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That looks totally awesome!

# 39 29-08-2011 , 12:59 AM
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That looks totally awesome!

yeah what he said.


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# 40 31-08-2011 , 09:45 PM
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Very nice and very clean, looks fantastic.


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# 41 01-09-2011 , 10:35 AM
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this looks awesome, glad i read through the post
love the walk through on how you problem solved the coils, any luck on normal mapping them? im glad to see that such an amazing modeller isn't the best at texturing, haha, i love to model myself but i usually fail when it comes to texturing user added image

question for you, well two,
1. what lighting setup did you use because it produced a lovely render
2. how did you create the perfect holes in the rectangle the coils went through?

thanks


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# 42 01-09-2011 , 02:01 PM
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chill - Thanks for the kind words.

1. I create a site wall, and for the ligthing I usually just use a point light (for sharp shadows) or an area light (for softer shadows) - above , behind, and to the right of the camera. I turn on ray trace shadows for the light and quadratic decay. Then I do a few partial renders (render region) around the brightest area until it is not burned out to adjust the intensity.

Then I set quality to production fine trace, and turn on final gather and then render

2. I either boolean a n sided cylinder (depends on the number of sides in the poly face(s) I am putting the hole in) or I use the n-sided cylinder as a guide and use split polygon to draw around it to cut the hole in the poly face. Use split polygon to connect up the corners and make all quads. Then add support edges to control the edge tension.

I grabbed a copy of xnormal and was going to experiment some more with normal mapping the coils. I think that will, in the end, be the best solution for rendering, but for now I have just have the model hipoly detail.


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

Last edited by ctbram; 01-09-2011 at 02:14 PM.
# 43 01-09-2011 , 02:11 PM
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cheers for the reply, thats a cool technique it certainly produces a nice render going to give it a try user added image , and i kind of figured out the hole thingy by looking at your you tube channel and your problem solving of the booleans and split poly on faces user added image


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