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
Model I started a couple days ago. Would have been finished had it not been for a pesky non-manifold problem that I spent nearly two days tracking down, then once fixed totally messed up the face so today has been nothing but reoganizing the face.
The model is made from SubDivision Surfaces.
Comments and Crits always welcome!
Areas that are next on my list for refinement: The mouth, and Fingers.
Its actually a game character. This model comes out to around 20k polys when i convert it. Good for the cinematic shots.
But with it being mayan subD's i can easily bring it down to around a 2k count with minimal clean up work for real-time action.
Anybody have any suggestions for what I can do to push this to the next level?
well you might wanna add the feet to the list too.. they're a bit off with the rest of the model..
is this for a specific game.. or just a game char..? if so, which one.. ? (that is if you're allowed to say anything about it.. )
Heh heh, yeah Kurt. I guess the lighting was really just a sub-concious ploy on my part to cover up the fact that the face kind of sucks. One area I haven't really touched on much is the mouth.. Its going to be kind of rough pulling it off right with those damn teeth sticking out like that. Hence, the reason the teeth are just place poking through the mesh right now.
Roman~ Yes it is for a specific game. Sorry I can't really get in to the gnitty gritty of it tho'. Cool I'll be going through and making another edit pass over the feet in the morning.
About the only thing I would add to the face is a ridge where the teeth do come out. Make it like a lip but give it a look more like how teeth come out of a real skull.
Kurt
I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)
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