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
This is a model for a sword fight (read light saber )I'll probably just duplicate this model and change the color of the armor for his opponent because I'm itching to start the actual rigging/animation.
Still have some details to add and do something about the shoes/boots - they look lame to me but aside from that its nearly done. Childish and totally unoriginal but will be fun to animate Any comments/crit welcome.
Cheers
dan
looking good, nice proportions, i love this model, render some ones with antialiasing plz
ps: the arms are ok, but add more detail to the red armor on the torso and legs
bjekx: currently redoing the legs and boots - those images are rendered with antialiasing, but I was a bit heavy handed with the jpeg compression so it looks a bit rough.
Markuz: i wanted to go for a stormtrooperish look, but not make it too blatent.. going to add a few bits here and there to it - will upload a new pic later on
looks nice mate, love the body m legs and arm..the only bit im not over keen on is the face... can i have a close up as it may just be the reflections.
here ya go... going to do something with the"hair" at the back and also change the green tint to the eye area... aside from that its more or less finnished
thank you the glow in the eyes was just a blinn shader with the incandecence turned up a little. wanted to use the glow intensity attr in the special effects tab, but mental ray doesnt seem to like that (since the glow is a post effect)
Kev: maybe one for rigging/ animating(assuming i get it right ).. modelling was same methods weve covered in previous tuts.
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