“Making of Varga ” by Paul Tosca
Now that the fun part is over i will take the low poly version i have done in the beginning and change it to conform better with the high rez version. I use topogun for this … import the low version and one of the higher levels as a reference model and i will change the topology however i want and i will make sure that the low poly will resemble as best as i can with the high version in order to get good normal maps when baking normals.
I will repeat the same process for every piece i have sculpted separately and when all are over i will be ready to go to the next stage : baking the normal maps. 4.3. Transfer maps At this point the low poly version and all the high rez pieces are ready and i will continue with the uv mapping. There are a lot of tools for UVs that you can use :UVLayout, Unfold 3D, plugins for pelt mapping etc… and some say one is better than other but i do all my uvwork with the tools built within maya, they might require more attention and planning on where to cut the UVs and sometimes will produce junk UVs but after a second trial things work well. I have tried Headus UVlayout and Unfold also but i like better the maya unfold … works faster for me . I won’t show you how i worked on uvs because lots of the people i know don’t use maya for uvmapping and most likely the information i will give will be redundant. The idea is to unfold the uvs with little stretching ,a good hint is to keep your cuts in the less visible parts of the model(like for the arms and legs keep them on the inner part) and you could break down the uvshells accordingly to the pieces in the high rez version ( for instance boot will go as one shell , each leg as one shell etc … ) After the UVs are done i will be ready to bake normals and other maps if necessary. I used transfer maps tool within maya for this ( but render to texture within 3dsmax works the same way ). I will exemplify this process on the boot: -before starting keep in mind that the uvs on the piece of geometry you are going to bake normals for should not overlap (in the end you can overlap uvs for arms or other similar objects but for accurate results move the overlapping uvs outside the 01 space or shrink them down in a corner or unused space while baking) -import both low and high versions into maya and make sure they are on top of each other -open the transfer maps dialog ( found in Rendering menus in Lighting/Shading-> Transfer maps… )
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