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
Nice n clean dude, a small crit, the upper lip bit just under the nose (Oris muscle area) is a little sharp, perhaps a tweak, not much but ever so slighly as to soften it.
Jay
Yeah, the lips were the last thing i was fiddling with. Quite tricky to get that area right, case of very subtle CV/vertex tugging. Will have a look at that.
Ive found that area to be a particular ball ache myself at times. Though there advantages when creating Alien characters as theres no set rule, just take it easy and it should go well, the geometry is excellent so you wont have any trouble.
Bloody Hell I know that feeling LOL, I've just this minute finished yet another set of uvs on a character. I think I shot myself in the foot this time with the detail in the model. The base mesh is lo-res but not by my usual standard. The trousers are 1200polys before SD conversion, so they will be pretty hi res once the final is converted for the rig, like those Animatrix shots from the other night. Later Dude
jornkes
As for reference, I used myself.
And yes, always poly, then SubD and back again at the end.
I say always, but this is my first human head model.
Here is a render of my head so far.
I have only mapped the colour channel of a DT3D subsurface shader at the moment.
I need to sort out a few areas, particularly the eyes, before I move on to other channels.
The brows are just slapped on the map for now, but will be either transparency-mapped polys, or hair using Shave and a Haircut which I intend to buy later to create the hair for all my characters.
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