Once in UVLayout, our first step in the layout process is to separate each portion of the UVs. Here, we break the character up into the trunk, roots, and branches.
The first bit of flattening takes place in this video as we create the layout for the tree character's face and for the main body of the tree trunk.
The roots come next, and in this video we begin the layout process by tacking the root at the front of the body.
In this video we create the UV layout for all three of the tree character's remaining roots. From here, we are ready to move on to the branches.
The first branch will be laid out very carefully. In this video, we simply begin by separating the key areas that we will be flattening for each part of the branch.
Here we begin the flattening process for the first branch, going section by section as we make certain to split each twig and subbranch in the system.
Finally, once all parts of the branch are flattened, we take all of the branch pieces and combine them together into a single layout.
In this video we take on the next branch, splitting it up into segments which are each flattened individually before being peiced back together.
Here we continue the branch flattening process, though we are now taking care of some of the inital portions, such as the first seam, in between video sessions.
Still moving forward, now with the fourth branch, this video shows the process again, with some of the menial initial work taken care of before hand.
This is the final branch layout video. Once the final branch is flattned, we transfer all of the UVs back to Maya and we are now ready to create the final layout.
This video gives an overview of the upcoming materials that will be created for the tree character, including some of the techniques that will be used along the way.
In this first video, we begin creating the color network for the tree including the bark and the wood for the face of the character.
With the primary portion of the color established, we can now move on to some of the secondary effects such as dirt and shading.
Here we establish the multiple bump maps that will be used to give the tree's material more visual depth.
Now that the body is in place, we can begin material setup for the character's eyes, which appear to glow from wooden orbs.
After seeing so many different setups, this video challenges the viewer to create a material for the teeth, showing only an example of the final product.
The materials are now done. This video shows you how the tree's branches were created out of very simple polygon geometry.