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 29-08-2012 , 05:01 PM
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Acid have you got a shot of the real thing............dave




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# 17 29-08-2012 , 05:15 PM
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Yessir (10 characters)

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# 18 29-08-2012 , 05:33 PM
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You could change the mesh to ncloth then just pin the parts you dont want to move and let gravity do the rest, if ctbram was about he could do some thing with fillet and nurbs im sure..........dave




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# 19 29-08-2012 , 05:34 PM
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Is ncloth hard to work with? I have veeeeeery little experience with it

# 20 29-08-2012 , 11:17 PM
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K, trying out nCloth for it, I have a few issues. Most prominent being that the mesh is stretching and twisting itself to bits. Second is that I have no idea how to use constraints, so instead I used some temporary poles to hold it in place (it starts to slip off the lower part of the template)

EDIT: Also, should mention, I have stretch resistance and compression resistance set at 1000 in those screenshots. Even with them both up at 10,000 there's too much slip going on

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Last edited by Acid44; 29-08-2012 at 11:27 PM.
# 21 30-08-2012 , 01:40 AM
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Really....... This is not the way.

# 22 30-08-2012 , 03:51 AM
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Yeh, you're probably right. Worked on some other stuff for now though, here's a couple new test renders

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# 23 02-09-2012 , 12:16 AM
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Looks good! You look like an awesome vehicle modeler! I;ve got to ask, do you start with poly planes for the body? Do you build bumpers seperate (obviously depending on the vehicle I'm sure) and how do you do your seems, i.e. door to fender, quarter to door seems?

# 24 02-09-2012 , 08:18 PM
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Thanks. I start with a poly pipe with 20 radius divisions as the wheel arch, deleting the faces I don't need, then I just extrude from that to get the fender, and pretty much keep extruding for the bumper, hood, etc. After I have the fender, bumper, and hood, I make another poly pipe for the rear wheel arch, and shape the back end, I'll either bridge, or use a poly plane for the door, depending on the shape of the car. For the roof, I just use a poly plane and add divisions as needed, then extrude down for the A and C pillars, for the B pillar, I extrude up from the door.

For the seems, I just extrude the edges of the panels an inch or two straight in, then use the insert edge loop tool to sharpen it up. Once I'm happy with how sharp the edge is, I'll move the edges of the panels apart to match the car as well as I can.

I'll post some pictures of what I mean later on, or tomorrow if I have time.

# 25 02-09-2012 , 10:47 PM
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those wheels are very sexy. love it. your cars are always nicely modeled and with minimal polys by the look of it user added image


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# 26 03-09-2012 , 12:27 AM
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Thanks. I like to keep the unsmoothed mesh low, it makes it easier to control on large flat areas, though a lot of the time it would be better to have more density, but that means more chance for bumps and such

# 27 04-09-2012 , 01:45 AM
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Metalart guy, got those images now. Hopefully they help.

---------

1. Start with a poly pipe, vaguely match the settings to the wheel arch

2. Cut away the faces you don't need. Usually I cut it up to the half way point, so that I get straight edges the rest of the way down when I extrude

3. Start extruding things and building the shape of the fender.

4. Once it's built, grab the edges around the wheel arch, and the rest of the panel, and extrude them straight in. Do it so that you only extrude the edges that go in one direction at a time, so side first, then top, the back, etc. Add an edge loop to sharpen it up

5. Grab the edges where the next panel should start and extrude them

6. Select the faces you just made and extract them from the other mesh. (Mesh>Extract, I think)

7. Build the next panel, and repeat the process of extruding inward, match up the edgeloops so both panels have the same sharpness.

8. Move the edges of the completed panels apart, to match the real car.

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# 28 22-09-2012 , 05:32 PM
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Looking sweet! Nice work. Thanks for the info.

# 29 22-09-2012 , 07:29 PM
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Just gotta keep it simple for as long as possible... That is the true trick to modeling... That and being really really really ridiculously good looking....

# 30 22-09-2012 , 10:00 PM
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I disagree with the keeping it simple thing. Sometimes I prefer to do a part to perfection before moving on to the next one. Other times I just get bored and start detailing half modeled things user added image

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