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
Well, finally got to spend a little time on the challenge:bgreen:
Going for the 3rd Person Action/Adventure style.
Hoping to do 3 characters if I can find the time.
It's a start, and a great challenge trying to juggle the polys.
Just a suggestion: maybe broaden the waist line a bit to minimize the hip curve, 'cause that's the only thing right now that looks a bit feminum.... and that should make it more manly.
The colour shots are just the start of a test pallette.
Been mainly adding in more detail and trying to flesh the thing
out a bit. Hopefully a little less feminine around the hips now.
Just about hit my poly limit too.
I've just finished two years at college studying animation.
But the course wasn't anything to write home about,
very poor infact. So I've just been teaching myself for
the past two years.
I'm determined to get a job in CG, probably games which is why
I'm so into this challenge. All my previous stuff was made using
nurbs and Subdiv. So I'm desperate to get some game material
into my showreel.
I'd been wondering weather to get rid of those polys.
I would like to ask you for advice after I've optimised
the model, as to if I've got enough/ to little polys at
places like the joints. Just to make sure it's optimised
for animation.
Want to get this right before I start arranging the uv's.
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