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
THX1138: Thanks for the support I definitley plan on using some type of "fuzzy" utility on the yarn hair and the hanging eyeballs. The cloth of the arms and body I would only consider them as being soft.
As far as getting the look of the plastic is concerned it will mainly come down to specularity.
SWANKYMONKEY: Hey dave thanks for the support I just hope that I can uphold to everyones belief in me.
Hey guys I just found out that Im not doing very well right now in Trig, so I am going to take a leave of abscense for a little bit. Plus my new tablet is on the way so I have to wait anyway might as well focus on studies till it gets here.
For the fuzzy part I would go with a polygon with a layered shader, each with a transparency and color, as with a normal hair-fur shader. If you have unlimited, you can use Maya Fur for all of your needs.
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