Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 09-04-2005 , 02:08 PM
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My P90

This is my model in the ready to texture stage. This is the low-poly version. Is it good, bad, could be improved? I modeled it using only polygons, I don't know about NURBs or SubDivs.

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Last edited by SciBott; 09-04-2005 at 02:27 PM.
# 2 09-04-2005 , 02:57 PM
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its a start. Hard to coment at a stage like this. One thing I did notice though is you have no edges going to what I belive is the thumb hole there. This could make it nearly inposible to work with there, make changes etc. As the hole is lost in the one big face that acualay serounds it. On your triger hole you have a edge going to it.. If you redo that spot I would sugest befor makeing the hole to have a edge going acrost there to split the face up in to 2 to give that hole something to bit in to sorta speek.

# 3 10-04-2005 , 12:51 PM
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I wouldn't make the model out of one objekt (exept the clip).
I would make sperate parts and split the model thinkfully.

# 4 10-04-2005 , 03:53 PM
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Are you working from a refence image? The stock looks a little out of proportion and you could divide some of the heighten areas better. I know its a wip and it's early in the progress so It's hard to give much criique yet. You do appear to have a problem in the barrel though, as some faces aren't appearing?

Link of M90 references just in case:
https://world.guns.ru/smg/fn_p90_parts.jpg
https://www.civil-defence.org/product...rearms/p90.jpg
https://www.airsoftplayers.com/p90/images/P90.jpg
https://neuroshima.valkiria.net/img/p90.jpg
https://www.arniesairsoft.co.uk/news/...-tac-sling.jpg

Good luck and happy modeling.



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"If you love your job, you'll never work another day in your life."
# 5 14-04-2005 , 07:45 PM
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No, the faces of the barrel are a selection shading option. The reference pictures are the profile shots from FN's site before it went under construction, so all proportions are perfect.

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# 6 14-04-2005 , 07:52 PM
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have done any more work on the main body?



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# 7 15-04-2005 , 10:46 PM
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I've been looking for a way to edit all vertices on one side of the model to move to one specific y-coordinate, is it possible without converting them all into objects?

# 8 16-04-2005 , 05:09 PM
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I have made many guns in my day, and Id suggest you rethink how you are doing this. You should start with a cube, and then start extruding outward along the shape of the reference. What you are doing now is leaving a bunch of edges that dont meet. If you plan on ever using this in a game, you are gonna be in a bit of trouble.

# 9 20-04-2005 , 02:26 PM
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That is how I started, however, I need a way to allign specific vertices at one point, since some have been misaligned.

# 10 21-04-2005 , 06:04 PM
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Dude you need to join that big face up seriously, as its like a 50 sided poly right now!! You'll have no real texture control either.

_J

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