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 14-07-2003 , 03:22 PM
ereitz's Avatar
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spiral staircase in entry

Hi - I haven't posted anything in a while and was just fooling around with animate sweep and create animation snapshot for the stairs and decided to make it into a little modeling/lighting project.

Still many details to work out but this is the overall shape. I plan to put some details into the columns and work a little more on the textures. Also I plan to do all the light sources properly.

C & C as always welcome user added image

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# 2 14-07-2003 , 05:17 PM
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it looks good, but the steps confuse me. Do they get bigger at the top or something.


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# 3 14-07-2003 , 06:16 PM
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Hey drknow - yeah - the steps get progressively bigger as they spiral upward - the rise and thickness of the steps remains the same so they would still remain comfortable to climb.

I'm at work now but when I'm home I'll post a closup of the stairs.


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# 4 16-07-2003 , 08:37 AM
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Good stuff on rendering here - learned how to use a sampler 'Facing Ratio' to map a ramp to the incandescence for the light globe. That light is a point light with raytrace shadows. There are two spots and an ambient, all with raytrace shadows on. I rendered the raytrace at settings of 4 for reflection, refraction and shadow. I think I'll continue working on this for a bit because it's a fun project.


https://www.aliaswavefront.com/en/Tmp...dering_m.html#

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# 5 16-07-2003 , 08:45 AM
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A wire...

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# 6 16-07-2003 , 03:42 PM
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Very cool man, I like it. user added image


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# 7 24-07-2003 , 05:46 AM
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I've done a little more work on the shaders and the lighting. The glow effect was interesting - I tried to map a ramp to a sampler and use that for my glow intensity similarily to the way I did the incandescence but it just seemed to give me an intensity of 1. I used the glow shader node that's in the hypershade by default then to control the intensity and that seemed to work.

c & c on lighting and shaders greatly appreciated user added image

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# 8 24-07-2003 , 05:59 AM
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Cool shot man!

What does it look like rendered with MR using FG?


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# 9 24-07-2003 , 06:23 AM
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ragecgi - thanks!

...& good question...

I haven't worked with mental ray yet ... and I don't know what FG is...

guess I'll have to check it out user added image


Check out the subsurfacescattering on my tongue...

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# 10 24-07-2003 , 06:27 AM
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Originally posted by ereitz
ragecgi - thanks!

...& good question...

I haven't worked with mental ray yet ... and I don't know what FG is...

guess I'll have to check it out user added image

FG is Final Gathering. i think it's a Global Illumination plugin of some sort. haven't used it yet, but i saw it used in a vid tutorial about GI.


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# 11 24-07-2003 , 06:47 AM
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hi guys - i'm working with 4.5 and it seems mental ray is no longer offered on Alias' website. Have I not looked in the right place or has it just been fully integrated in version 5?


Check out the subsurfacescattering on my tongue...

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# 12 24-07-2003 , 06:56 AM
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Different view - you can see more of the modeling - the rails haven't been finished and have no texture on them yet... oversight.

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# 13 24-07-2003 , 07:14 AM
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i think you need to add en edge around the tiles {upper floor} (where there is a hole in the floor. It kinda looks like someone went.. lets put some stairs here.. and drilled a hole. Another thing is that the textures on the stairs need to be varied i think.. it is impossible for the stairs to have the exact same pattern in realy life. other than those 2 thinks, this is excellent work.


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# 14 24-07-2003 , 08:12 AM
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Thanks for the c & c Forum_snowboarder33 - I wonder how to slightly vary the textures - maybe make 4 or 5 versions.

As for the edge on the tiles I think it would be easiest to model some sort of rim or something.

I'll work on it user added image


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# 15 26-07-2003 , 02:48 AM
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looks promising, great work.
only thing that bothers me is the really intense reflection in the window. really takes away from the focus of the stairs. great job so far


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