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
this is my first car ever. this is very bad but...
i would like to know how can i create great rim cuz they are very very bad for now.
c&c are welcome.i really need trick to model a great car.
i really need critic
Location: Where do u think I am right now? Alright, I'll tell y' all... I'm at Gnomon Workshop and Highend3d sites...Hehehehe...just kiddin':)!!!!Oh, I'm not a ego member anymore? Cool!!!! I'm a Senior Member now!!!!
Posts: 599
He, looks cool. Take a look at Alias Community Website Tutorials. There must be somethin' there...
thanx but i dont understand the second page when they say cut the curve.how do i cut that curve.after it become harder and i dont understand anything.is there any tut easier.
little update. it begin to look like a real ford gt lol.for now i am proud of that.some thong need to be change, i need to combine my two side and merges all te vertices.
Ok, fine. Your car looks a littly it disproportional an a tiny bit strange. All else is good. The air grille on the side is strange, looks like the car is reproducing by budding, but all else is good.
Looks good. Your geometry is nice and clean. Looks a little too smooth though. Maybe try adding some ridges/definition around the lights and scoop in the doors. Of course, I've not seen the car in person though so maybe that's the look you're going for. If your still looking for a way to create the rims; try creating the curves in illustrator and then importing them into maya and using bevelplus. You may find it a little easier too create them in Illustrator. Here's a tut for it: https://www.digitaltutors.com/digital...ideo.php?v=588 Also, Cut Curve is located in Edit Curves/Cut Curve Basically, if you grab two curves and apply the tool it will cut them wherever they intersect.
Cheers,
Penguin
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