Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 91 03-07-2011 , 09:32 PM
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If you have UV's on separate objects you do get overlapping, so you have to do some retopo work and then bake (all) the maps onto the lowress

Sorry, of course you're correct. I thought in this example though the objects you were talking about were one mesh, laid out in the 0-1 UV space and non-overlapping, in which case you could seperate and re-merge any way you wanted.

# 92 03-07-2011 , 09:48 PM
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yeah, this is 8 seperate subtools, each with its own set of uvs. I uv'd each subtool individually in Zbrush using UV Master.

I originally then tried to manipulate all the uv sets onto just 3 maps in Maya, but had a complication back in ZBrush, so I just went with the easy route at the time which was to just let uv master do the work, and keep everything pretty seperate.

# 93 03-07-2011 , 09:53 PM
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well either combine all the subtools and do UV master again , or separate the subtools in a logical way ( I.E. shoulderpads, shinarmor etc) and do UV's on each object again ( with UV master this is done in a jiffy)and import them in Maya there parent geometry that is not in thebind to nearby joints and your done...more or less user added image

# 94 03-07-2011 , 10:02 PM
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for a rendertest i have just used the multimap exporter to bake out colour, normal, and ao for each subtool. If I decide to try and rig I might try your solution Mastone. I reckon this might be a bit complicated for me though.

# 95 03-07-2011 , 10:13 PM
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Here it is...

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# 96 03-07-2011 , 11:24 PM
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I'm just noticing that the lower cloth piece is a bit more wrinkled than in the ref you showed, and it's also colored pretty similar to the skin, so it looks a bit odd... if you know what I mean. Looks great though, congrats on getting this render out of maya!

# 97 03-07-2011 , 11:27 PM
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Ta Stwert. Wasnt that hard once I had all the maps named properly and organised. Which lower piece of cloth? The trousers?

Edit: Did abit of photoshoppy stuff to it after too.

# 98 03-07-2011 , 11:30 PM
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I guess it's the trousers; they're green in your zbrush and the ref.

# 99 03-07-2011 , 11:34 PM
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oh ok. Yeah, they are same colour, well....it's the same colour from Zbrush, carried across in a texture map. Maybe the final gather...I gave it a blue tint, which has pulled it closer to the colour of the skin. Not intentionally. Im not too fussed if it's not identical to the original ref. Was just a guide really.

# 100 05-07-2011 , 10:01 PM
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Back to Meryl for a bit. sculpting and colouring as I go.

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# 101 07-07-2011 , 07:33 PM
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Bit more painting today, fiddling about with materials, and done some playing in Photoshop.

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# 102 07-07-2011 , 08:26 PM
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The skulls are comming to life Ben are you using spec in zbrush..........dave




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# 103 07-07-2011 , 08:33 PM
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ive been trying some different materials. metals and stuff. But wanted a more ambient, sss-y one for the skulls. Theres one I like, downloaded from ZCentral, called AL_Ossuary, that's what's helped the skulls.

# 104 07-07-2011 , 08:36 PM
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Do you bake those meterials out if you wanted to move back to maya?...........dave




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# 105 07-07-2011 , 08:37 PM
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I dont think you can. Would just have to try and recreate them in Maya.

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