Divine Zelda Modeling - Part 13/15 - UV Mapping
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Published on ● Video Link: https://www.youtube.com/watch?v=Tfoany_WLzA
After doing UV mapping on my last Zelda model (Wing Ceremony costume), I learned it's okay to make things disproportionate if you want more details in certain areas, so I place emphasis on the face and fingers, giving them the more space than they would normally have.
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Tags:
zelda
skyward
sword
autodesk
maya
3d
model
animation
hylia
speed
modeling
character modeling
UV mapping
uv layout
boring
Autodesk Maya (Software)
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