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 29-07-2003 , 03:44 AM
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Alrighty. Got some cabling, more struts, a radiator and hose, padding around the pilot's seat area. Stills needs a gun, better steering column, and for me to figure out texturing user added image


As always, please C&C. This is my first non-tutorial attempt so I truly need to know what I'm doing wrong. user added image

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# 17 29-07-2003 , 01:23 PM
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Very nice. Very nice indeed. The prop blades look a bit, umm, odd. Are they meant to be like that?


# 18 29-07-2003 , 03:39 PM
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Originally posted by [icarus_uk]
The prop blades look a bit, umm, odd. Are they meant to be like that?

Not really user added image I keep trying and my hubby keeps telling me "er...not quite." It's on the to-do list.

# 19 30-07-2003 , 01:05 AM
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You are making great progress. I have some small suggestions:
1. The tailfin looks a bit off center, is that on purpose?
2. You could try making the wings more rounded in an airfoil way, like this:

user added image

Good luck! user added image


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# 20 30-07-2003 , 01:40 AM
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I found a really cool method of making prob blades using curve and nurbs. Now before you squeel like Witchy would do, its really quite easy.

You just trace out the profile of the curve, then create and elongated, open-ended loop, and position it from the root of the prop and scale it out to the edge of youre profile curve. then you duplicate it lots and fit em all in the profile and then loft. Its really easy, and you get some brilliant results.

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# 21 30-07-2003 , 01:44 AM
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I just box model a flat prop fin, use the twist deformer, bake it onto my model(several ways to do this), and there I have it. Then I move the pivot point to the bottom for easy rotating.


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# 22 30-07-2003 , 07:43 PM
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Originally posted by fredriksson
You are making great progress.

Thanks. Sometimes I feel like I'm the kid in class with the dunce hat. But after 3 tutorials, a book, and the help file, I'm close to getting texturing figured out. user added image

Originally posted by fredriksson
I have some small suggestions:
1. The tailfin looks a bit off center, is that on purpose?

That was pointed out earlier and I forget to straighten it out. Thanks for reminding me! It should be centered now.

Originally posted by fredriksson

2. You could try making the wings more rounded in an airfoil way

I made an attempt on the top wing, but not the lower one yet. I worked today (mainly) to get texturing figured out and done. A bit of stretching in places, but otherwise it's on the darn plane and that makes me happy. :bgreen:

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# 23 30-07-2003 , 07:51 PM
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natalia this looks great are you going to animate it?

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# 24 30-07-2003 , 08:05 PM
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Marvelous. Love that paint job.


# 25 30-07-2003 , 08:25 PM
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the paint job is cool, but you need to use a higher res map on it. It's blurring and you're not even that close to it. user added image what size is the map? by default I normally use a 1440 x 1440 or higher map on larger objects just so that i can get close to them. The map on my terrain in my current WIP is 4096 x 4096 user added image

And remember that a bad texture can make an excellent model look crap and vice versa. So it's worth spending time getting it right user added image

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# 26 30-07-2003 , 09:50 PM
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traveller: I really have no plans to animate it as I want to continue to progress in modelling before trying to tackle something else.

pure_morning: I will see if I can either find or make something of better quality user added image Having finally figured out texturing I was just happy it worked at all. I see what you mean about the blurryness and I'll check on the size, but I don't think it was that large as I got it off a video game resource site, if I'm not mistaken.

(edit) now that's a horridly long run-on sentence, wasn't it?

Thanks all! It's been a learning experience if nothing else :lol:


# 27 30-07-2003 , 10:29 PM
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use imageAfter to create your own textures. you can use the clone and stamp tools in photoshop to increase their size or whatever.

A map from a game will typically be well less than 1024x1024 so it will start to blur up close.

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