Complex UV Layout in Maya
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
# 16 06-07-2009 , 12:40 PM
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# 17 06-07-2009 , 12:41 PM
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# 18 06-07-2009 , 12:42 PM
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# 19 06-07-2009 , 12:43 PM
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# 20 06-07-2009 , 12:44 PM
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# 21 06-07-2009 , 12:46 PM
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# 22 06-07-2009 , 12:47 PM
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# 23 06-07-2009 , 12:48 PM
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# 24 06-07-2009 , 12:50 PM
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# 25 06-07-2009 , 12:51 PM
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# 26 06-07-2009 , 12:52 PM
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Mace & shield

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# 27 06-07-2009 , 09:09 PM
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wow, you've managed to get a lot done!

lots of nice screen shots

i'm wondering if the topology of both rider and the beast is suitable though.. it doesn't look like it would deform too comfortably from that position..
but then, what would i know? i've only rigged one organic shape before and i had absolutely no idea what i was doing




that's a "Ch" pronounced as a "K"

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Maya, XSI, Photoshop, AfterEffects, Motion, Illustrator, Flash, Swift3D
# 28 06-07-2009 , 10:25 PM
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Yeah i forgot about that !!! i get in my mind the idea to change the saddle ...tomorrow i will change it and will start the UVunwrap work...

# 29 07-07-2009 , 08:28 PM
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Chest_armor normal mapped and applied to the model

here is the normal map and the view

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# 30 07-07-2009 , 08:29 PM
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the map I must blur some areas but tomorrow i will do it user added image

C&C welcomed


p.s I use Xnormals because i can't get a right map from Zbrush :headbang:

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