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
# 1 16-06-2004 , 07:46 AM
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Wrinkles

I know its getting tedious, but here is yet another head.

The reason for making this head, is to try to make good looking facial wrinkles for an old man.
When its textured with even more wrinkles this could get pretty nice, but only time will tell. I am only modelling the biggest wrinkles and the rest will be textured.

The head is still symmetrical, so I predict it will look better when the symmetry is removed.

Anyway, its modeled with polygons using CPS without any considderation of quads/tris/n-gons only thing in considderation is to make it look good and to make it work for possible facial animation (not that I have any plans of making the animation).

I have a strange fold at the earlap, but I am gonna look into that soon.

Comments is most appreciated.

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# 2 16-06-2004 , 12:23 PM
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More wrinkles added, and the ear thing is fixed..

I think its time to do some asymmetric stuff .. soon anyway..

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# 3 16-06-2004 , 12:35 PM
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Wow thats pretty amazing.... *faints*


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# 4 16-06-2004 , 12:58 PM
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Looking nice! The wrinkles under the eyes seem like they should be more round rather than the straight lines in order to follow the radial paths around the eye, if you get me.

Might consider making the jowels hang a little more. user added image

# 5 16-06-2004 , 01:04 PM
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RubberChicken : Thanks..

Mike : Jowels .. is that the cheek or the bags under the eyes ?
Perhaps you could draw on the picture what you mean user added image

The curves under his eyes, is actually taken from looking at myself in the mirror, and imagining what would happen when I get older !!! *panic*.. But I think you mean the curves just below the eye, the first dark set of lines ?


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# 6 16-06-2004 , 01:11 PM
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Here's a mighty wrinkled fellah:

Jowels are the bags hanging from the cheeks, yeah. user added image

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# 7 16-06-2004 , 01:20 PM
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Holy s**t !!! Now that is wrinkles.. Ohoy sailor !!!Pass the rum, and I will pass the pipe !!

This is a grea reference for the wrinkles when texturing.. somehow I think it would be to shoot myself in the foot if I was to model them all user added image

Also a cool ref for the eyebrows user added image


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# 8 16-06-2004 , 01:25 PM
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ok, jowels hanging a bit more.. so are the ears..

I can see I need to fix his neck a bit - mine is looking too young.

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# 9 16-06-2004 , 03:42 PM
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Awesome Cali... one of you best model to date mate.....


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# 10 16-06-2004 , 04:16 PM
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Thanks Kurt user added image


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# 11 16-06-2004 , 05:16 PM
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If you put a black cloke on that guy he will look like the emperor from Star Wars user added image


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# 12 16-06-2004 , 08:01 PM
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wow ...amazing stuff you got here caligraphics!
like it allready user added image

one question tho...
I did your cps tut and made some really nice heads out of it...I find it really easy to work with but the only thing that's bottering me is that you can't get a grisp wether the polys are quads or tri or whatever... so how do you still can get a clean mesh to uvmap and texture it ?... Im still in the modeling phase but I quit working with cps cause of this problem.....any suggestions ?

GreeTZz RanSicK


...
# 13 16-06-2004 , 08:54 PM
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the last one is looking really nice, i love how baggy the cheeks are....only 2 things, the ears seem a little low, and some of the creasing on the forehead looks a little....etched, very hard edge between the smooth skin and where the crease begins...other than that it looks fantastic. : )

# 14 16-06-2004 , 10:24 PM
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Great looking head!! Looks really amazing! Keep it up! user added image



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# 15 17-06-2004 , 06:02 AM
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RanSicK : You can see if its quads or tris easily, just look at how the surface is flowing, this has to be checked manually tho. its a question of discipline. You have to be carefull where you split the polys.
Look at the CPS option to turn on/off the wirefram on shaded button. and then you count the edges surrounding a face.. it should be easy to count to 3 - 5 user added image

in regards to UV mapping, then you would want to UV map the lowpoly / the base object and CPS should transfer the UVs automatically. If not then use the transfer UVs command.

As always UV mapping is a pain, that is whatever you use polys, subD, or CPS (CPS is polys but in subD style)

CPS is like modeling in Polys and applying a smooth proxy .. so its basicly the same thing with a few things automated.
Unfortunatly , the UV mapping part is not that automated, and you will always have to do that darn UV unwrapping yourself. So you just have to plan where and how you do the projections of the UVs ..

Rubberkidney: Yeah, but remember as you get older your ears will start to drop and ..


Carsten Lind
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Maya Software Manager & Maya Instructor
LEGO Systems A/S
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