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 29-09-2006 , 09:35 AM
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Low Poly Doberman

As I mentioned in a previous post I'm going to put together a game art portfolio. Please give as much crits as you can, I think from the side the model looks good, but from the top/front view there is clearly work to do, though I need fresh eyes to point it out. Cheers guys.

edit: ok for some reason i can't upload the pictures, unless someones on msn and doesn't mind doing it for me I'll just leave it lol. Typical.


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# 2 29-09-2006 , 02:48 PM
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# 3 29-09-2006 , 02:49 PM
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# 4 29-09-2006 , 02:50 PM
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# 5 29-09-2006 , 02:51 PM
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# 6 29-09-2006 , 02:53 PM
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It's looking more like a deer at the minute for some reason, I've editted it somewhat since these screenshots, ignore the fact that i haven't done the paws yet please.


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# 7 29-09-2006 , 04:18 PM
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yea the snout is a little too wide at the end and the flesh of the upper jaw doesn't really hang down like that... it's more streamlined. that and the ears are smaller and end in a much more drastic point (if i remember my mother's dog correctly, just saw her sunday so *shrug*)

are you using reference images?


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# 8 29-09-2006 , 04:31 PM
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Yeah I am using references, the ears are definately giving me grief at the minute, unfortunately it's one of the few dogs that I haven't come into contact with so everything is purely referenced by photo and though it may fit the photo from one angle it could be completely off and I wouldn't know. Suppose it's time to scour the web for more references!


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# 9 03-10-2006 , 07:27 AM
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# 10 03-10-2006 , 07:29 AM
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# 11 03-10-2006 , 07:30 AM
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# 12 03-10-2006 , 09:47 PM
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the body shape is definately looking better now

not too sure about where the jaw comes out though - it looks more cartoony than realistic, is that your intention?

keep it up, watching game characters develop is cool user added image


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# 13 03-10-2006 , 10:34 PM
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I'm aiming for as close representation of a real doberman as possible, I haven't really refined the jaws or head area yet, hopefully some more progress tonight ready to optimize the mesh. I'm aiming for sub 1000 tris, think its around 1250 or so at the minute this is the first model i've set my own limit to so will be good practise (hopefully)


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# 14 03-10-2006 , 11:29 PM
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Good work j5ive - this is definitely heading the right direction. user added image

I agree with t1ck - the jaw is looking a bit off at the moment. Also, I think that you need to give the rib cage a bit more definition - from the three quarter view it just looks too thin. I think the rib cage usually widens out behind the front legs and is also usually seperated from the pelvis a bit more - almost to the point of exaggerration.

Looking forward to seeing this develop.

# 15 04-10-2006 , 12:22 AM
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just been hunting on google images and found this quick reference pic. It shows that even with the mouth open the jaw is a lot higher on the head.
Just thought it might be useful user added image

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