Wednesday, May 25, 2011

Techno-Organic spaceship.









OK here is my progress for the UV's for this, this was kinda a hassle to do but i figured out a unique way to do it. Using an add-on called GoZ for Maya and z-brush i was able to move the model from Maya to z brush and the using z brushes superior unwrapping add-on's to unwrap the model then move it back to Maya with clean mesh.

5 comments:

  1. You should go through with a pass of just hardening the edges. Arias that show up black on the normals are angles 90 degrees or less that are being smoothed. Look at your cannons of instance: There are black normals there that would be fixed if you selected that entire edge and "Hardened Edge." Any aria that might be a hard angle should be hardened or else the model ends up looking too doughy and messy.

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  2. I really like how efficiently you're making your UV's. You don't have to make them a single shell. It's also easier for texturing purposes to lay them out both horizontally and vertically.

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  3. I would rework the UV layout for your guns. I think they could be better managed as smaller shells which would allow greater use of UV space.

    Keep in mind the best places for seams are at 90 degree(and larger) angle differences between faces. There are of course exceptions.

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  4. Like others have said the UVs don't have to be one shell. Feel free to split them up. Soemtimes working with right angles makes it easier in photoshop.

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  5. Your hull layouts are deformed quite a bit. you may want to add more seams so that when you pelt and relax them they are closer to their actual shape. it looks like you chose unfold mapping on the gun but i can't even tell what's going on in there, consider just putting a seam on the underside pelting then relaxing it.

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