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
gster123 - hehe, I'd mistakenly used a meshsmooth as the normal smooth option didnt particularly do much. Found the turbosmooth option and it comes out like the maya smooth option now
goksimaster - yeah it is a bit wierd but it is quite useful. Found the proper smooth option so the next updates should look better
some more updates, been working the nose more and playing with the mouth/chin but its hard to guess at whats under the beard. I might just model the beard straight over whats currently there and see how it goes
hey t1ck - this is looking great so far - the face still looks maybe a little thin, though I guess without the beard it's hard to tell and as you said you are working from a few different sources. You are definately getting a good likeness already. well done mate!
yeah I know what you mean with it looking a bit thin arran. In the perspective view it definitely does and it might be slightly thin in the ortho view (the ref pic I'm using is slightly off angle and with a crap camera).
I'll block a temporary beard on today and maybe a hair cap just to see if the proportions could do with altering
you were right arran, when I slapped a beard placeholder on the face was way too thin for it. Hopefully the adjustments from that will put it back on track a little
one thing, though - what's with the teeth like shading at the bottom? Is the neck closed underneath? Just wondering, not a criticism - it just looks severed to me ! :p
arran - for some reason it just jaggies the bottom edge when I add a smoothing modifier to the mesh. I'd not really noticed it so will probably delete the faces at the bottom and hope it goes away - I dont want people to think I'm modelling severed heads!
THX1138 - not sure, I'm probably going to look into doing a displacement map to generate that area and then see about converting it to a polygon mesh. The previous method worked out ok but took forever!
If you delete the bottom faces or re lay out the edge directions from front to back you wont have the 'jaggies' issue, because at the base of the neck all of the edges are running into the centre and joined by a single vert this is causing a pinching effect when smoothing. Nice progress T1ck
If you believe in telekinesis, raise my right hand.
cheers for the tip j5ive, it'll get removed or more geometry added soon
Here's just a quick blocking in of the area that will be displaced and turned into geometry for the beard. The beard lines haven't been set in stone yet as it needs more checking with the reference pics: https://www.flash-fx.net/3D/images/ro.../hadrian10.jpg
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