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 21-01-2004 , 11:43 PM
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BTR 70 - Complete


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# 2 22-01-2004 , 09:18 AM
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is it possible to see a wire? i followed this in the wip section and i dont think you had any wires then...


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# 3 22-01-2004 , 12:22 PM
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great work fredriksson, it looks like a much higher res model than it actually is! all you need now is the game engine! (I have a objloader I wrote somewhere that would load it up into an opengl window and you can pan around and zoom in etc on it.)

Great texturing as well, really subtle and convincing user added image

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# 4 22-01-2004 , 02:57 PM
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twisteddragon, I had wires, but they were deleted. I'll post one now.

Alan:
Thanks alot. I'll be revisiting my tank this week or next, dunno how much I will do with it, probably less texture work than on this, this took ages.

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# 5 23-01-2004 , 11:08 AM
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My only question/crit....

Did you use MR with Final Gather on that render? If so, you may want to turn up the number of FG rays as it seems you are getting some artefacts around the base of the turret.


That'll do donkey... that'll do...
# 6 23-01-2004 , 12:13 PM
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Why did you use only triangles? Im failry knew, i was wondering if there is any benefit to them compared to quads.

The wire looke really nice and smooth though, very fluid.

I like the detail of all the overall accessories like the tanks and flaps and such, woudln tmind seeing a more elaborate texture but looks nice regardless.


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# 7 23-01-2004 , 03:26 PM
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Huxley, I used FG, but it doesn't matter anyway, this playblast is more useful. It's a game model after all.

Playblast:
https://tigger.kicks-ass.org/images/btr702.avi

twisteddragon33, it's a game model and all such have a maximum amount of allowed triangles, this one had 3000. To get the tri-count in the HUD I always triangulate, and most games like the models triangulated anyway. And fyi, the model took 5-6h, the uv-mapping around 8h, and the texturing ~30h...


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