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
i did a render of it in a parking lot which required the rotaion of the zonda and smoothing it i didnt click freeze transformations but it did it anyways for some reason so im either starting it over or figuring out how to rotate it back to how it was:angery: :headbang: :headbang: :headbang:
in the meantime ive been working on a veyron for about 2 hrs now... so far i like it c&c please
I gotta be honest. The smoothing looks horrible. Your wires have mistakes in them. From that I can see that you will have problems modeling it. For advice, I would say, you must break your car up into sections. Subdivide it, DONT SMOOTH!! Give it depth and convert back to polys.
well u dont always have to subD it because if you model it properly, a smooth will do the trick look at mines or youngs cars.. Personally, using subD sucks cause
1- using sub d creases suck for good corners and if u model it so that u dont need to use subd creases, then the smooth will do the same thing
2 - u have to save another file cause once u turn ur sub d to polys for a final version, u cant get it back where as a smooth, u can set the itts. back to 0 and it will be back at its base mode.
Its commin a long acid. cars arent easy esp your first car. id say focus on keeping your mesh evenly spread out and start with 1 part until u get it where u want. start with ahood, work on it until its how u want it and then move onto the next part using extrude or whatever method u do because if you have the mesh modeled properly for 1 part, it makes doing the next part 10 times easier. I can say ur bugatti looks way beter then the zhonda so just keep at it, its comming a long and in no time, it will be looking floawless
also, im lookin at ur taililghts and its a bit bumpy because of the tris. what i usually do is for a circle is, u only need a 10 sided or 8 sided cylinder. i usually use 8 sided ones. once i get my cylinder, i push it through the mesh and then take my split poly tool and cut out where each edge on the cylinder is so that u will have a 8 sided cylinder on ur mesh. then try to make quads with ur mesh outta it. sometimes u might have to add a row or column but it works perfect. i will make a simple pdf with images tonight to show you what im talking about
Here you go as promised. This is how i make my cutouts which in my opinion is more efficient then booleans and cleaners. you will also get less bumpers. Inside this zip file is images and a text file. the text file is instructions 1-19 so just match #1 from the txt file with 1.jpeg, 2 with 2.jpeg etc......
cool thanks man, i havent taken a screenshot yet but i cleaned up a lot of the mesh and did a little further refinement ill post that tommorow when i wake up
BTW woudl the same method be used for the headlights cause im have major probs with them too
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