View Full Version : My first Organic Character

06 June 2006, 05:23 PM
Hey guys, I have seen stuff on here from you guys, and its just amazing, You guys are a AWESOME inspiration, just needed to say that haha.

Im currently going to school for 3D anim and Digital Composition. i have modeled tools, houses and non-organic stuff, and can do it very well. BUT now we have to do a Character, And mine is more or less a humaistic one.

I dont have time to put in all the details, only have a week to model it. But im hopeing with bump maps, and displacement maps i can get the level of detail i want. I have only been using Maya for 2 months now.

So please C&C and I need to Lay out UV's by Monday, Whats the easiest way to go about that? Auto Mapping? that seems like loads of work, lots of little pieces. Well any ways heres My Character.

Thanks a mill, and please comment :D


06 June 2006, 06:17 PM
Hi, Mark,

Nice start, I like your character!

I think the best way to put UVs are using the geometry of your characther. Put a UV Cilinder in one leg, a cilinder for the arm, maybe a sphere for the head, for the no geometry parts you can use planars (like the palm of the hand), after divide your character in pieces you can sew the UVs in UV Editor. Isn't a easy way, but the result is better.

Looking for see more! :)

Ow, I forgot, some words for the master Richard Williams: "You have to try for the whole thing, you know, got to know the figure. Know the figure very well enought so that you can concentrate on the particular person - on the difference."


06 June 2006, 06:46 PM
wow, thx so much for the info. That will help me alot, i was trying to use auto map, that wasnt to great haha. i was wondering what to do with the remaining geometry after u use the cylinders ect, and planar makes sence now. THX SO MUCH! :D ill get to work!

06 June 2006, 07:11 PM
Hello Mark,

First of all great start! Second- the most important thing you can do when modeling anything whether its a monster or human or what ever, is to check its shilohete. Now I am not sure how to do this with Maya cause I am an XSI user. But if you turn off all the lighs then you should only see the models outline- take a good look at your model in this way, it will help you to see if you are having problems with proportions or not and its alot easier to see if something doesn't quite look right. It is one of the first things they taught us at VFS, and I find it very helpfull. Anyway good luck with your unwrapping- Maya has an excelent relax UV's tool so you should be in good hands when the time comes to lay everything out.



06 June 2006, 09:39 PM
Yea, i know exacly what your talking about with the silohet (spelling?). I was taught that too. its just Nuber "7" on the keyboard for me. But i havent used it yet! Dindt even cross my mind hahah.....ha...:( lol. Thanks alot.

And just curious, should like the head be on its own UV sheet, then the body, Or if i fitted it all on to one UV sheet and took a snapshot of it would that be ok. Which way is ,more recomended.??

Thanks a mill


06 June 2006, 09:53 PM
Hi, Mark,

You should make one UV set for each part. For example: If your head is in the same polygon wich the body, When you make the UV you have one UV (snapshot) for the head and body, but if you have two different pieces for the head and the body, you will have two UVs (snapshots) You can also try export a PSD file at the UV Editor.

Is better make the UVs when you finissh all the modelling details of your character.

Ps.: Sorry for my bad english.

A example from Stewie's UV (


06 June 2006, 10:02 PM
So cause my character is all one piece, just select the faces of the Head UV map that, then do one for the body, legs arms and hands and feet. That sounds simple enough. i am just new to UV such a complicated thing. haha like my car just use planars, so easy, this is on a whole new level.

thx for the input guys, this is good :D

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