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non-exploded view
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wireframe exploded view
grrrrrr the replace image file option does not work and if you delete an image then you cannot add one if you edit. |
Love the rivets in the canopy, very sexy!! nice touch. that really kicks that into touch. nice job!!:beer:
Overall looks cool Jay |
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added a little more surface detail to the fuselage.
17000 polys in the fuselage and + greebles 76000 polys total (lots of greebling on the engine) |
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Closer look at the canopy greebling
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I was fiddling around and tossed a quick canopy hinge in in case I want to articulate the canopy.
I have just a little more detail to the fuselage from the tutorial to add and I may toss in more of my own bits then I will be ready to layout the uv's and start the texturing over the Christmas holiday. note: I realize the hinge is passing through the geometry but from the distance all the shots will be taken no one will really see anything. I had two options - I could have sunk the hinge pin assb inward (which would have meant adding geometry into the fuselage, upper canopy frame and lower canopy frame or I could pull the pin outward but I wanted to limit the amount the entire assb stuck out. In the end I think this will work fine. It suggests something is there and just adds more visual detail to the fuselage. |
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Okay I think the modeling is done. I have to skim through the videos to be sure.
Jay, let me know if you see anything I forgot. I am gonna spend the next couple days reviewing the uv layout and texturing videos and start the texturing this weekend. |
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Here is a rear angle.
In theory I like the idea of the antenna array thing on the top but I am finding that it only looks good from a limited number of views so I reserve the right to rethink that gizmo. |
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#3/4
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#4/4
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In my honest opinion its actually better than the one I did for the tute. I like the added details and bevels you have put on, thats great, by pushing it a step further its given it even more character so to speak, now build an interior for the cockpit!
Jay |
thats what dooing tuts is all about!
nice work so far |
absolutely, thats why I said it
J |
Thank you guys.
I just took the principles Jay demonstrated on the engine and extended them to other areas in the fuselage. As I said before, the tutorial had lots of useful tips and tricks. I am especially eager to get to the texturing. I have done a fare bit of modeling but not much texturing. I find uv layout to be hard and I am not very skilled with painting in photoshop. So this is the perfect tutorial that covers modeling and uv layout and texturing. Work was canceled today due to hazardous weather so I am spending the day watching the texturing videos and starting the uv layout. ====================================== "If I have seen further, it is only by standing on the shoulders of giants.", Sir Isaac Newton, 1675 |
work cancelled because of weather.....
wow... so such things do happen happy texturing! |
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heh thanks dude. I hope having the zbrush section helps heaps too! Jay |
ahh there was something I meant to ask....the engine mesh, what did you do to it, did you do a smooth on it before rendering?
Jay |
maya 2009 and mental ray allow you to render using the built in smooth you get when you press the 3 key. So i have not had to physical smoothing for the clay renders.
Not sure if I will have to smooth for the uv layout and texturing. |
ahh cool, I dont have 2009 just yet so I was just going to suggest adding an approximation node to the object to save the smoothing, like when you do a displacement render but minus the map.
Jay |
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Also I articulated the canopy. |
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#2/5 cockpit interior view 2
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#3/5 canopy open side view
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#4/5 canopy closed side view 1
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#5/5 canopy closed view 2
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for legless people only is it? :p
looks awesome |
Yeah I noticed that too. It's really tight in there.
I did put tunnels in the floor pan but the seat is scaled to big I think. So I am going to shrink it down a bit and update the above screen shots. I updated the above images hopefully the scale is better and now the pilot can have legs! |
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another side shot I took:
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cockpit isolated. Minor tweaks and added old style ejection handle loops.
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Jay, I am trying to start the texturing but I don't see the texture layout grid in the maya shader library. In fact my library seems much much smaller then yours?
Where can I find that layout texture? |
LOL mate, its off the web, those are my custom folders...
here http://images.google.co.uk/images?hl=en&q=uv+map&gbv=2 I used the one on the top left 2nd one in, then just recolored mine as this was just too bright Jay |
Cool beans! Thanks.
How do you like the cockpit? |
Looks veeeeeryyy cool mate. At a glimpse it reminds me of Boba Fetts spaceship, Slave1 interior on the model.
Jay |
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I do not have much experience with uv layouts.
How does this look for the fuselage? |
all the squares look square shapped and all the same size, i dont think there is anything wrong with it
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Here is the uv layout for the engine.
The engine is cut into three parts the nose section, the fan blade section, and the body. I did this so that it would be easy to animate the fans rotating should I want to animate this in the future. I know the squares are not even on the three sections but that is okay as they will all have separate textures and I wanted to maximize the texture space for each section (except the fan blade section as it will be hard to see). |
Okay the uv layout for the main two bits is done. Now I need to watch the videos to see if Jay did uv layouts for all greebled bits on the engine and the fuselage?
Then on to texture painting. This might take me some time as I know almost nothing about painting in photoshop. |
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I just through some quick procedural stuff on the cockpit pieces.
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UV LAyout is almost done. I am just have one odd render problem with the nurbs tubes that go into the side of the vehicle.
in maya the texture map looks correct but when I render it does not look correct. Here is the "almost" completed uv layout... |
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Here are two shots of the odd nurbs render probem. First is a screen shot I took from the maya gui display textures on.
The textures on the tubes are correctly sized and seem to be layed out just fine. |
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But here is what I get when I render with mental ray??
Any idea why the nurbs textures are going wonky? |
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