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
2 NeoStrider, I have a bit difrent workflow.
I create the entire area base surfaces,
exporting parts of it and using those parts as
reference for the details, after that I just import
the detailed parts to the main scene.
So I don't have perfomance troubles while modeling
I would have problem when I have the entire scene
assembled. For now the scene is not as heavy as it looks.
For exemple my poly count (all the detail meshes) is
about 300,000 only, and as far as I know my pc will
give a good performance up until i have about 1-2
milions. The only thing that may affect perfomance
in a very bad way is heavy NURBS triming i have on some
ornaments.
I just made an awesome discovery
Almost every shape you see in a cathedral (90% of them)
are just intersecting circles... the arcs, the windows,
well almost everything. I've never
thought of it this way, and that's truely amazing.
It's too bad I don't have enought time to rebuild the
entire cathedral, using this technique.
PS Now working on the windows (on top of the arc)
extrimly complex shapes X_x
OK here is an update. Added a window and small
tower like something X_x.
Now for the window I like the way the overal shape (read curve flow) looks like but I really hate it being
so "cubic" I need to figure out how to make the same
shape with more intresting side surfaces. I guess it
would be hell to make it (no idea how to do it yet)
but I will keep redoing this until I get my shape to
look good. And I was right about the intersecting circles
this entire windows is made of them and it does the
work of creating some gothic styled shapes.
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