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 12-11-2002 , 09:23 PM
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Why use patch modelling?

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?

# 2 12-11-2002 , 09:44 PM
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patch modeling is with nurbs... and it's actually fairly complicated to some degree.

In my opinion, I prefer to use polys as it's one less thing to worry about.

# 3 14-11-2002 , 06:23 PM
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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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# 4 15-11-2002 , 09:16 AM
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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.

# 5 16-11-2002 , 04:37 PM
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Thanks to everyone.


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# 6 16-11-2002 , 04:40 PM
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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

Actually you can get corners in patch modelling.

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