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 16-03-2009 , 07:53 PM
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Marvin Cartoon network

Here is my low poly marvin, the texture is not so good please give some tips on how to improve it...
Next step rig + animation user added image


here is my reff

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# 2 16-03-2009 , 07:55 PM
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my model

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# 3 16-03-2009 , 08:10 PM
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the skirt segments should be closer together, I think

also, add poly's, and take alot away from the hands. You don't need the fingers modeled if its supposed to be low-poly.... Also, just lower the count in general...
also, make the neck thinner


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# 4 16-03-2009 , 08:21 PM
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yeah, as joopson said
and also, soften your edges...

otherwise it looks pretty cool




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# 5 16-03-2009 , 08:48 PM
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Originally posted by Joopson
the skirt segments should be closer together, I think

also, add poly's, and take alot away from the hands. You don't need the fingers modeled if its supposed to be low-poly.... Also, just lower the count in general...
also, make the neck thinner

I'm sorry but i have to disagree.
Sure he could take away some poly's in the hand but what is wrong with modeling the fingers?
I think low poly for games has come pretty far from the mittens characters used to have for hands and have delved into the mystical world of five fingers.

The crit that i would have is that the hands are to small. In the ref they are quite large and stylized. Possibly you also need to make the feet a bit smaller.

Good work user added image


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# 6 16-03-2009 , 09:10 PM
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Two points - > hands, neck, skirt tider

Maya i ask how to soften the edges :? without adding more polygons :?

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# 7 16-03-2009 , 09:15 PM
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quick way is to go to edge selection mode, select the hard edges you want to make soft,
hold down shift,
hold down right click,
and somewhere in the menu is soften/harden edges (near the bottom right corner) and you just select soften edge

if you can't find it then in the polygon menu set go Normals > soften/harden > soften edge (i think... i know the option is in the Normals menu, i haven't used that menu for a long long time)


you can also change the display of edges too, Display > show > soft/hard edges
(i think... i know it's somewhere in the display menu)
hard edges will be shown in full lines, soft edges will be dotted lines




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# 8 16-03-2009 , 09:18 PM
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Yes i found it thanks i will work out the hands,skirt,neck soft the edges make the skeleton and post again.

thx for the fast feed back guy :attn:

# 9 17-03-2009 , 07:35 PM
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Originally posted by Some Guy
I'm sorry but i have to disagree.
Sure he could take away some poly's in the hand but what is wrong with modeling the fingers?
I think low poly for games has come pretty far from the mittens characters used to have for hands and have delved into the mystical world of five fingers.


Why model the fingers and leave the feet (much bigger) blocky? its illogical. You would probably never see the hands close up anyway. The feet, though, are always completely in view, and they distract quite a bit.

The rule is, the bigger the detail, the more polys it should have. the feet are huge...

Just my 2 cents

(also, games now-a-days aren't low-poly really anyway


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# 10 17-03-2009 , 07:56 PM
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Wait for my progress don't worry my friend i go get a 2L of beer and get work this night.

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# 11 17-03-2009 , 09:44 PM
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i think this is looking great but definitely think the hands could be a lot bigger - as in the ref - and i think there needs to me more done to his skirt thing so it's more rounded.

next up, his gun - right?

enjoy your beer user added image

# 12 17-03-2009 , 11:33 PM
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Skirt+neck+hands+gun+soften edge

C&C

Next texture of the gun + bind + animation i have the skeleton set up user added image

# 13 17-03-2009 , 11:35 PM
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opss forgot to attach

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# 14 18-03-2009 , 12:22 AM
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oh dear, did i forget to mention that you should probably only soften some of the edges?
some of those edges you can keep hard because some of those faces you want to stay the same colour for the entire face
so like the broom on top of his helmet, i think you can keep some of the edges hard so that the colours don't go all crazy like that

i'd screen shot you what i mean, but i'm at work on a mac, there isn't a paint program...

otherwise you made some great improvements!
nice gun




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# 15 18-03-2009 , 12:42 AM
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Yeah i send my marvin to a pro artist who tell me that too. I will experiment with soften some and leave other not softened ... i've made the skeleton so far ... so i think i will do the rest next week because im going in my home town, where i don't have computer ... so see you @ monday...

Thanks for the feedback

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