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
Just curious. When should patch modelling be used, versus Sub-Division for example. Does it make something easier to achieve that other modelling methods do?
it all depends on the way you like to work, patch modelling may b the fastest method for some ppl, but to others, the lack or corners gets really frustrating
A fair few movie studios use patch modelling because the deformations are smooth, the tesselation can be changed and NUBRS works really well with displacement mapping.
Originally posted by Nem it all depends on the way you like to work, patch modelling may b the fastest method for some ppl, but to others, the lack or corners gets really frustrating
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