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 23-04-2013 , 11:16 AM
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Revolver

Hey guys, long time no see! Seriously. I've been sort of sneaking around these forums for a day or two again, after months of not visiting, and though oh, I may as well post.

I'm working on a revolver just now; it's of my own design, as I go. I'm using reference for functionality, of course, but otherwise, it's all from my head.

I'm going to make it game-res, once I finish the high-poly.

Here's what I have so far! Been working on it on and off for a few days now. Going slower than I'd care to admit, haha.

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So, how has everyone been these days?!


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# 2 23-04-2013 , 07:04 PM
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Welcome back

Looks like a good start so far user added image
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From a readers' Q and A column in TV GUIDE: "If we get involved in a nuclear war, would the electromagnetic pulses from exploding bombs damage my videotapes?"
# 3 24-04-2013 , 09:51 AM
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Hey Joop...yeh Im with Dave good start.

Cheers bullet


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 4 24-04-2013 , 05:24 PM
Acid44
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Looks good so far. The chambers should have harder edges, though, else there would be some wasted pressure/a possible weak point

# 5 25-04-2013 , 06:52 AM
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Hey Acid;
You're right, physically speaking. But for the purpose of a game model, it's important the edges aren't too sharp, or else it'll bake badly when I'm making the normal map.
Here's a demonstration by the lovely Racer445:
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Thanks, Bullet and David. Good to see you guys again!


And here's a small update:

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# 6 25-04-2013 , 10:15 AM
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ohh shiny, feels like something you would get in bio shock. user added image


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# 7 26-04-2013 , 01:43 AM
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looking good!!

# 8 26-04-2013 , 02:40 PM
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Yeah, works alright then if the high poly model is only being made for the normal maps

Looking good, uncomfortable, but good user added image

# 9 09-05-2013 , 12:22 PM
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And here's the Low, all baked out. Some baking errors in spots, but nothing enough to get me to tweak the cage. Started the texturing process; though it is very early on.
3488 tris.

Forgive the missing trigger. I'm a bit, er, trigger happy, with the "Hide" command....

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# 10 09-05-2013 , 07:38 PM
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A little more work on the wood, and it should be done.
Here are a bunch of angles slapped together into one image. Again, the "proctor single-action revolver" doesn't exist.

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# 11 09-05-2013 , 07:58 PM
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That looks really nice. I can see some faceting around the end of the barrel in the top left image, but I don't know if that's avoidable. Love the textures and the warm gleam.

# 12 09-05-2013 , 09:30 PM
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# 13 10-05-2013 , 10:36 AM
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Thanks guys! Stwert, yes, there's a bit of faceting, but in a game, where this takes up only a small part of the screen, and mostly from behind, it shouldn't be an issue; and if the enemy were using it, it would never be close enough for you to see anyway.

Tweaked the wood a bit, to differentiate it from the metal. Added some damage to the wood, &c.
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# 14 22-05-2013 , 09:33 AM
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Some more work:
Any feedback? Critique, et cetera?
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# 15 23-05-2013 , 03:36 AM
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That is certainly a nice looking model mate, I like it

cheers bullet


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
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