Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 08-03-2012 , 12:12 PM
Acid44
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2008 Audi R8 - 'Notha Game Model

Since having my son I've wanted to keep my skills sharp and learn some new techniques, so I started this. Been working on it on my spare time, and using it as a way to slowly train my girlfriend to use me less in taking care of my son so I can get back to work sooner user added image

Here's what I've got so far, poly limit will be 60,000 for exterior and low poly interior, then another 30,000 for the high poly interior which would be seen from the interior cameras

Any ideas on what to do next for the exterior, other than wheels and underbody?

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# 2 08-03-2012 , 12:46 PM
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Wow, I have no idea how to do this non-smoothed type of modelling, it looks so smooth even though it's all flat polygons.

# 3 08-03-2012 , 01:20 PM
Acid44
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It's all a lie user added image

It all comes down to the normal angles. They affect the way light hits the model, and somehow that makes things look smooth user added image

This sort of explains, but I wrote it directed to people modeling for a specific game engine, so results will vary :p - https://dl.dropbox.com/u/35400504/Mak...rt%20Guide.pdf

# 4 08-03-2012 , 01:46 PM
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I'm not even talking about that, I mean the edge silhouette, just the right amount of polys to describe a curved profile.

# 5 08-03-2012 , 01:54 PM
Acid44
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Ah. Yeah, that's all trial and error, you wouldn't believe how many times I've restarted this car in it's entirety, and in part, just to get a curve/hole/whatever done a little bit better :p

# 6 08-03-2012 , 05:40 PM
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Hi Acid44, I agree with djwaterman, it looks pretty good and "clean"...keep it up user added image. To your question; I don't think that there's needed to do something more except of wheels and underbody user added image

Creck


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# 7 08-03-2012 , 11:07 PM
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I will say that I am not a car modeller fall stop but there are a lot of tri's in there is that OK, I do understand why you are using them but I would like to know if thats OK for modelling in the industrie, you model looks great to me...........dave




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# 8 09-03-2012 , 05:24 AM
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Looks bloody good acid.....nicely done thus far


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 9 09-03-2012 , 12:18 PM
Acid44
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@Dave - Tris are fine for this type of modeling, the basic idea is to have an even grid of polygons, and then use tris where necessary to get the round shapes, or to put in more edge rings for smoother panels like the hood/boot

@Others - Thanks ;D

I think I'll start on the underbody today, but this thing's underbody is a little aerodynamic masterpiece in itself, so this may take a while user added image

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# 10 12-03-2012 , 02:48 AM
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Are you really going to see the bottom in game?


Imagination is more important than knowledge.
# 11 12-03-2012 , 05:54 AM
Acid44
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The way I drive, yes. A lot. This is more about learning more techniques/seeing how well I can handle detail than it is about it being optimised, so I want it in :p

# 12 12-03-2012 , 07:12 AM
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Try normal maps for some of that stamped detail on the base plate. I believe game engines make use of normal maps a lot so it wouldn't be cheating.

# 13 12-03-2012 , 02:26 PM
Acid44
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Our engine doesn't support them. We're too oldschool for that, 'tis sad

# 14 26-02-2013 , 01:26 AM
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I like it man. I wish i know how to make that wire mesh you made on that car.

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