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
Delete the arm up to the under armpit area or maybe past the crease to the shoulder, would be better. Then fill the hole and then just re-extrude and shape it. At least it will be joined and alot cleaner and you'll have no worries about it matching up. Tis easy lad!!
so i should delete the whole arm and redo it completly??
is the shoulder better like that.i just tried stg else, if it still doesnt looks good, i will try what you said.
a little update on the shoulders again, and i created his feet.
i hope it looks better. maybe the legs can seems too long but when his huge hands will be done, it will look much better.
I would redo the leg as well (myself). Its worth taking on board that unless you are modeling in nurbs its usually best to model a body or character like this as one object. theres plenty of tutes on the web available for stuff like this. Doing it with polys this way is only going to make your life difficult when you come to rig the dude, as the edge flow will be out therefore causing abnormal deformations.
jay: redo the legs!...maybe, are you really sure it will deforme in a bad way.it tooks me a lot of time doing the legs and now you want me to redo them.i will think about that even if i know you are a pro and you know what you say.
joopson: i know they can look way too short but...have you seen his hands! they look huge,they are so big. After i have done them you wont even say that again.
i did the hands but they dont look as good as i would like.they look bad but at least it shows you how it looks with hands.later, i will maybe try a rig test just to see if it deform well or bad..
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