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
Lol, texture is crap. it's just a quick mix of two old ones as a temp colour, his one is not done yet. going up a few levels now and getting into crevices...
Rhetoric Camel: I'm sure you are not so bad mate. It's down to practice, just keep doing it. Although every head I have made has been created using different methods as I wanted to try out all the different options.
I'll be trying a new method again for this one, HD Geometry which I just got around to using the other day! It's pretty awesome, went up to 93 million poly which is as sick as a drunk puppy but way cool. Then will use Zapplink to texture which I haven't used on a character yet. Hoping for improved results this time.
I have got a bunch of emails recently about making some tutes and so on and I am planning to put some content like that on my site probably for the next update (after the one I'm about to launch).
murambi: Thank you very much indeed, I am extremely pleased to have had that effect. There will be much much more coming, oh yes...much more.
Z Mapper all good, but not if you have multiple uv groups in non 0-1 uv space. It wont work properly in Z3. Works in Z2 if you have the old one still around.
hey gio could just give a quick overview of how you made the hair and what rendering software did you use i seem to be having alot of trouble with mental ray also are your clothes ncloths or what
murambi: Hi, I use Shave and a Haircut for the hair, and render using Mental with mia materials. I plan to make some tutes in the near future if you want a step by step walk-through.
I don't use ncloth or any cloth sim software as they are not animated, I just exprt the posed figure to Zbrush and sculpt the detail for each pose individually and extract normal maps etc.
I am not animating or rendering realtime, so I can use higher detail models so I have less dependence on a a displacement map to give me a more accurate silhouette and form and so can use normal maps to give me just the higher level details such as skin pores and wrinkles which would be stupid to try to achieve with micro-polygon displacement alone in my opinion. This method is just faster and simpler to implement. Just whack in the normal map and render.
Although I could export the displacement as well as an option.
Normal maps are just an alternative to bump maps, with nicer results due to the extra info in them (colour channels) and are not just limited to game engines but are useful for any 3d rendering and can be used in mental ray although some of the mia shaders can be a little buggy sometimes.
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