Complex UV Layout in Maya
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
# 121 05-10-2004 , 02:34 PM
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I think the renders would look better if you used contour lines. Especialy for the dummies and tables. But you would have to use Mental Ray.

Looking forward to see the final version of the animation!

# 122 10-10-2004 , 09:27 AM
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I am so so so so so sorry for the lack of updates, but this was a really crappy week for both me and dragonhawk. I am now back on the project with triple productivity and its been maya non stop for the last 2 days!

Contour lines would be nice but firstly me and mental ray dont go together (not yet anyway user added image) and secondly that would dramaticlly increase render time (or so I understand, correct me if Im wrong).


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# 123 11-10-2004 , 03:31 PM
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Hello ím new to maya and as my first serious(done som tutorials and shit before)
project i was thinking kung fu stick fight(a little like youres.)
I have 2 Q's and i would be a happy if anyone would awnser.

How do you guys do the head band?

I also ha va problem with the joints. When i bind the joint and when i for example pull a little at the knee joint it doesend bend i thut pulls and stuff like that. Not working obviously.

Im gonna post 2 pictures and want all the critismism you can tell me. I wanna know about the skelleton things i done wrong and wy its not working.



Normal skelleton(or not?)
If it doesnt work go to https://www17.brinkster.com/hiphopnet/sti_nr.jpg

fu.cked up skelleton(not working)
If it doesnt work go to https://www17.brinkster.com/hiphopnet/sti_nr.jpg

couldnt get the pictures to be (img) but you can juto go to them.

Sorry i took youre time and bandwidth user added image


Last edited by Echuu; 11-10-2004 at 03:42 PM.
# 124 11-10-2004 , 04:16 PM
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Hello and welcome.

The headband is really quite simple, its just a nurbs plane that has been wrapped around my characters head (see pic below)

user added image


And I think I know what you mean about the skeleton, I had a similar problem. Theres nothing wrong with the skeleton itself, the problem lies in your stickman. The joints have no verticles to act upon, so make sure you divide up your cilinder with the split poly tool at the place where your joints are located (see pic below)

user added image


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# 125 11-10-2004 , 05:20 PM
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I've been hangin' mostly at starwars forums and in general i like forums and i think im gona stay here and check it out further.

I was figuring about chopping as you said but didnt know it was possible but doeasnt a big gap come upa at the elbow then?

and the plane thing i was figuring something like that but dint know you could bend plane user added image

Anyway thx a lot and good luck with youre movie....

# 126 11-10-2004 , 05:42 PM
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Not chopping, splitting user added image (you should check out the free vid tut on using the split poly tool here on this site) and thanks, the movie is comming along very well.


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# 127 11-10-2004 , 06:33 PM
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It's odd i didnt find the tutorial but i did find some cool models and plugins.

could you post a link or something?

# 128 11-10-2004 , 08:34 PM
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# 129 12-10-2004 , 03:19 AM
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From the trailer here's my crits:

The walking has overshooting, easy to fix. Go in the graph editor and make it so it doesn't exterpolate (it has large humps after where you ended your animation, but it tries to smooth it out... that causes overshooting, so level the top and bottom out is the easiest)

The timing is too fast/slow at times... Are you recording at 30 FPS? 60 FPS? Once you figure that out, then you should be able to do some math and figure out how long you want each animation to be.

If you are basing this off Kill Bill this is what I would do. Take a TV, put it by the computer and watch it as if it was a reference video, except it will be hard with special effects like glass and blood flying everywhere to see character smoothly, but that will definetely help out.

Start with basics and work your way up. Don't start doing all these fight scenes, unless you have a really good walk/run animation... Work one thing at a time, improve and keep going. If you want to get the timing and flow, then just do really rough animation... if you've ever seen an animatic to get the timing, it's like block guys sliding across the room... Do that if you want the timing.

It looks great though user added image Can't wait to see the finished product!

# 130 12-10-2004 , 01:53 PM
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Thanks for the helpful crits user added image and dont worry the fight scenes have not been started yet so there is still time to improve.
This animation is not really based on Kill Bill, when I think kong-fu style film I think Kill Bill so thats where the idea for the name came from.
Thanks again.


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# 131 30-10-2004 , 01:55 AM
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nothing special

After a pause of the project i worked on one scene....and it seems that im a bad environment modeler lol....but though due to the convertion to jpeg it looses a few details....
why the hell are black areas there?i cant understand that....
my shader is (from highend3d and) a consisting of a ramp with 3 colours .NONE of em is black....plus i have enough lights to erase that black so i dont understand it....

well i wait for rubberchicken after he comes back from holidays...

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# 132 01-11-2004 , 03:06 PM
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with the help of rubber chicken i could erase the black areas...

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# 133 01-11-2004 , 03:09 PM
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heres an overview....maybe a bit too shiny??

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# 134 22-12-2004 , 07:34 PM
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Hey all, you probably thought that this project was dead... erm.. ok it was for a little while but now me and dragonhawk are back on track and ready to kick ass!!! Expect updates to follow shortly!


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# 135 22-12-2004 , 11:59 PM
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one word... niceness!


Pretzels and Beer
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May we always be together.
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