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
Critique huh? Well, as your texturing is better than anything I can do at the moment, I think it could be better. With better, more realistic texturing, I'd go with the brighter lit room. With the texturing as it is, I'd go for the low lit room. Don't know how you direct the wood grain flow but right off the bat, I noticed that the outside verticle boards have the grain running horizontally instead of vertically. Both lighting renders are awesome to me.
But, there's something about the lights that isn't quite right...gotta think a few...
Don't be satisfied with what you can do but rather strive to do the things you can't do!
Exceed Expectations!
HA, HA...GOT IT!!! It's the lamp shades. Looking at ours, there is a small band at the bottom and at the top that the light really doesn't shine through. Kind of like a seam. It might not be necessary, but if we modeled those two seams and made them less transparent than the shade, I believe it would look much better. What do you think?
Don't be satisfied with what you can do but rather strive to do the things you can't do!
Exceed Expectations!
njon: I've only done the Basic Human Modeling Tutorial (franky) by Kurt in the freebee section. I beefed him up a little. I found it to be pretty simple though.
Okay, I'll spend the next half hour making sure my scene is cleaned up and organized real good. Tomorrow, I'll bevel the walls and probably do a quick model of a niquil bottle. Then about this time tomorrow night or probably sooner, I'll email you my new Maya file with everything in it.
Don't be satisfied with what you can do but rather strive to do the things you can't do!
Exceed Expectations!
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off