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
BG is temporary. Thanks for all your coments. I will work on that tutorial soon. I will nead to build a superswamper so as I go I will take screen grabs. I turned of a lot of Tricks and Items for this so the quality is a lot lower. Easier to work with. I want to put the Rubicon in a more respectable atire for its name.
Haha, It is suposed to look like semi wet dirt. It is reflective inbetween. Noticeable on a larger render. I was going to model the larger clumps. I guess I have to work on it.
omg looking great something to aspire to !!!! can you please post a wireframe so i can learn from it trying to make a car at the moment no where near as detailed as this model, its looking great !!!
the count looks stagering compared to the rest of the jeep.
they do look very realistic. how come you made them that way? & not with a bump map? I know bump don't look as good as mesh but, I don't know if I evea seen a poly count like that befor.
The tire is 30 K no meshsmooth. I did a lot of arrays with the mesh o it was not to bad to do. It took a little while because I was working on my old PIII 600 at the time. It really was not that hard. If Maya had a chamfer it would have been easer. I chamfered every corner manually. I want to be able to do close ups and a bump map doess not cut it for me. The thread is to deep n those tires. The rest of the jeep is the mesh I work with and not the one I render. I wanted to show the presmoothed, on the parts I kept a low poly version. I always try to keap the working mesh light. Saves a lot of time and headache.
The snow was bump mapped. I will finish it with a forest scene, if I every do. I have three projects going on and not a lot of time. I have more time at work to post so it might seem I have more time than I do.
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