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 26-04-2007 , 01:30 AM
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neeeeaaaaatt!

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# 122 26-04-2007 , 07:26 PM
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Its critique time folks!

Was here...

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Last edited by njon; 26-04-2007 at 07:34 PM.
# 123 26-04-2007 , 07:35 PM
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Have been really tied up, for the last few days... managed to come so far...and now wanting to go further.

Its critique time folks!
One from me, needs some decent texturing for convincing shaders.

SEVER, couldnt use the bedsheet, some prob as I mentioned earlier.

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Last edited by njon; 26-04-2007 at 08:14 PM.
# 124 26-04-2007 , 08:01 PM
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I just modelel my remote. Here it is.

njon, I'll post a critique on your last two posts in about 5min.

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# 125 26-04-2007 , 08:03 PM
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hey Pfto,
the remote is cool!

# 126 26-04-2007 , 08:14 PM
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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...


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# 127 26-04-2007 , 08:15 PM
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Hey Pfto,
have u done any characters? curious!

# 128 26-04-2007 , 08:18 PM
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I know theres prob with the liting of side units...
Using maya renderer, have to push it further and squeeze more out of it (and myself ofcourse)

Abt the image, I see what u mean...without texturing, room should be darker.

# 129 26-04-2007 , 08:18 PM
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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?


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# 130 26-04-2007 , 08:21 PM
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Don't be satisfied with what you can do but rather strive to do the things you can't do!
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Last edited by Perfecto; 26-04-2007 at 08:43 PM.
# 131 26-04-2007 , 08:29 PM
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I think ure right...so will work on it again

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Hmm..ure character looks nice too!
Will talk abt it soon.

Btw, wherever the walls n ceilings meet, looks like we need bevels.


Last edited by njon; 26-04-2007 at 08:31 PM.
# 132 26-04-2007 , 08:37 PM
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Should I make the walls and ceiling one piece of geometry? If so, will that effect texuring? I'll bevel the wall corners as well.


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# 133 26-04-2007 , 08:41 PM
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yes, it should work well.
texturing wont be any prob.
So, whenever u do get time, u could do the wall bevel thing.

# 134 26-04-2007 , 08:47 PM
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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.


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# 135 26-04-2007 , 08:55 PM
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Gr8!

I have a feeling, I will be again pushed for time this weekend..so will start afresh monday and will ofcourse start earlier, if I can.

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