This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
Big THX mate, I'd never have figured that out myself!!! It was very important for me to know how this works, cause I'm not a fan of automatical unwrapping at all. I admit auto mapping has become very good lately, but no matter what 3D app, they just don't know wether I'm unwrapping just an apple or a human head. In most tutorials I watched, even professional ones the authors were using auto unwrap for heads and then fighting down the stretching piece by piece, which took them endlessly. I prefer making the seams myself and get a clean unwrap immediately.
Got some stupid questions for you guys once again:
1. Let's assume you have one solid mesh, but it consists of many single objects. How would I seperate such a single object from the whole in edit mode?
2. The bright colors of the wireframe are really annoying, especially when working on a dense highploy mesh. I found out how to change the wireframe's color yet, but is there a way to just decrease the intensity of the current color?
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