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
# 1 20-04-2004 , 08:27 AM
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same model, multible patches

Hi

I've been going through a few tuts on modeling with NURBS.

One thing I find odd. When doing a model with NURBS, let's take a simple face, it seems that it's normal practice to model it from difrent patches which is not realy connected, but just very close to eachother.

Is that true? Won't that give problem when animating the face? I would say; it would be better to have the hole face in one patch. (ofcourse without extra details)

Does any of you know any good tuts on modeling dead non organic things, like furniture with NURBS? It seems that most tuts is like; "How to model a 3 eyed dragon etc." Not very useful for me.

Thanks in advance!


: ) Jakob

<i>It's the "hard", that makes it great! - Tom Hanks</i>
# 2 20-04-2004 , 12:21 PM
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Nurbs are mathematically restricted to being only 4 sided. That's a problem when it comes to complex organic shapes, such as a head, so patch modeling is one of the ways to get around that.

If the CVs are weighted evenly at the patch seams, theoretically, you won't notice them.

I find it more trouble then it's worth, though, and normally just use polygons, which have no such restrictions.

# 3 20-04-2004 , 07:44 PM
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if you use "Edit NURBS>Stitch>Global Stitch" then maya will will in the separations between the patches if you move one without moving the other, and that way there won't be any visible space in between.


There can not be Good without Evil, so then it must be good to be Evil sometimes.

:tup:
# 4 22-04-2004 , 09:28 AM
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OK. Thanks!

wow. that stiching works great!


: ) Jakob

<i>It's the "hard", that makes it great! - Tom Hanks</i>
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