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
Can you show a picture of your "destroyed" mesh. Sometimes it will do that if the new topology doesn't follow the forms of the highpoly mesh properly.
The best thing to do is bring in the new mesh as a subtool to the highpoly. Then SubDiv level by Subdiv level transfer the detail from the highpoly mesh to th new topology. This way at each level you can manually correct any errors while they're minimal, including exiting forms and proportions to improve the quality of the transfer.
If you're having too many problems still, I don't mind trying to transfer the details for you.
"Your weapons are no match for ours! People of Mars, surrender!"
"Um, this isn't Mars. This is Earth."
"Earth? Earth-with-nuclear-weapons Earth?"
"Yes."
[long pause] "Friend!!"
I did append it as a subtool, but I projected from original to highest sub d of my retopo at once, instead of doing it step by step and polishing it inbetween. I'm, still quite new to ZBrush and have produced a row of mistakes, but it's not my first model that I had to dump. Won't kill me!!!
"Your weapons are no match for ours! People of Mars, surrender!"
"Um, this isn't Mars. This is Earth."
"Earth? Earth-with-nuclear-weapons Earth?"
"Yes."
[long pause] "Friend!!"
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