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
I am finding that when I convert my poly model to subd, after uv mapping the fuselage and applying a checker map, there is some stretching in some areas. I corrected most of the stuff by cleaning out, significantly, the mesh, but there are a couple of places that still have problems. If I use smooth instead I don't have any problems. I am guessing this problem is inherent in how subd work, but that seems to be a significant limiting factor. I have watched up to the 9th download so perhaps I am missing something. Is subd just a stepping stone when ever using uv mapped texturing? (That is, converting back and forth between subd and poly through the modeling process and then at the very end use smooth).
Also, is a subd model easier to render (fewer faces...less complex) than a smoothed/nurb object? If this is true then it would make sense to use subd for objects that are not uv map textured.
I finished with the UV texturing and did my very first coloring...lots of fun , im using a blinn shader with 3 lights. The model is Subd, it will look better when I smooth it instead.
Here is an update, perhaps I should be posting these on the WIP section. I am still missing the bump map and the specular map. Playing around with putting dirt on this plane...very interesting stuff.
Guys, save your money and get this tut...worth every penny.
Both Ailerons are down. If one is down the other should be up, so unlike the elevator, they move in the opposite direction.
On the underside of the wing there are flaps on the inner trailing edge of the wing, you can have both of them down if you like (if you've modelled them).
Here is a close up. Some obvious details that I will fix (actually I already fixed in my new version) are the cockpit and the glass. I decided to redo the uv mapping and the texturing because I wanted to try merging the main body of the fuselage instead of breaking it in two like Kurt had it in the tut. The way he did it made it very hard to create different camo patterns on each side of the plane (works great if you dont mind symmetrical sides). Since I want to do an animation at some point with this model I had to have different looking patterns on each side.
Another comment...the bump map looks really pronounced this close up...a couple feet away and you can barely tell its there. I am thinking of putting a highlight in the spec map, perhaps that will help...
BMS, I only put the two flaps on the main wings, and two on the back wings. If there were more flaps on the main wing...oh well. I will straighten both of them out.
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