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
Looking great man. Are you going to use all procedural textures? Or will you be making textures for these nurbs objects? The metal on the engine is looking good.
The only textures I'll use is for a bump map on the seat and lights. Other than that it'll be all materials (lots of blinns with different ramps on the reflectivity, diffuse and specular) to simulate the various metals and paints. The beauty of photorealistic non-organic rendering is that you don't need to paint textures if you adjust the material to look like the real thing. Why paint a texture map for a logo for instance, if you can model it out of geometry and apply a realistic looking material. Just seems more true to life that way.
Latest update. Added the rear wheel, rear brake disc, and started on the drivetrain including the weird spinner thing (I've no idea what it is). No time for high quality renders I'm afraid.
Vim, you want a wire of the whole bike, or a certain part? A wire of the whole bike will be just a mess of lines because some of the fillets are as low as 0.01 units.
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