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
I had some doubts in posting this, since everytime I post a thread I am managing emails rather than sculpting in those rare precious few hours,which ends in half finished models LOL.
There was a series on television once which I thoroughly enjoyed and unlike the other childhood series I used to like I can still watch this one ( still like it when Gohan stops whining and beats the <bliep> out of Cell )
I am attempting a hyperreal version of Gohan and in case anyone's interested this is the second evening I am working on this model( still having difficulty nailing that anatomy down-still hate doing hands and feet-) and I started from scratch in Maya.
Finally Autodesk came out with SP1 for Maya 2013 so the damn BT Unwrap plug in works again so Uv's are done as well.
Anywho, C&C is most welcome , just keep in mind that it is still very much a wip .
Hi Guys,
@Bullit: if you behave yourself I might do a piccolo as well
@CTBram: thanks man, It's basically a standard textured metal zbrush material with a red tint, a yellow and a red light
Hi joverall22: thanks and I agree, they should've stopped after Cell games.
Did some refining today, had to redo the clothes ( I didn't extrude edges inward and Zbrush always got problems with edges ), but I am happy for the time being
Did some more tweaking on lookdev, the initial image didn't "pop"from the screen and felt a bit flat, so I did some tweaking in Nuke and PS and I think this is the look I am going for
Nice, I like the hair, is that with ZBrush hair? The skin is looking quite purple though.
Edit: Ah, fibremesh, I didn't read the previous posts. And the skin color looks a lot better a couple images up. I don't know if you're going to keep it like that.
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