Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 04-02-2005 , 07:56 PM
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Dec/Jan/Feb - Norm - 13uRneR

sorry bout the inactivity, ever had a long slump of lazyness, and then get over worked?!?


but im back in action, and fixed my screen brightness to (i hope)




I will add much more lighting when i make the torches, i see how dark it is now (adobe gamma is fun) should have another update today

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# 2 05-02-2005 , 09:56 AM
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welcome dude, now lets see those torchesuser added image

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# 3 05-02-2005 , 03:18 PM
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here is a close up of the alter, its up to 2.3k poly, im treating the alter as if it is a character, i could do it low poly, but it is the center piece of my level :p

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# 4 05-02-2005 , 05:42 PM
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just need to make a couple of low poly flames now

whats better, alpha mapped a couple of planes, or make som deformed object?

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# 5 05-02-2005 , 06:46 PM
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I would go with the flames and then add some sprites.

Dae


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# 6 05-02-2005 , 10:08 PM
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edit: its 5600 tris


need advice on what should the texture be for alter, or just leave the alter with the lightning set-up i have?

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Last edited by 13uRneR; 05-02-2005 at 10:33 PM.
# 7 05-02-2005 , 11:41 PM
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6924 tris, just enough to say im under, can i get a woot woot? :p



The flames are 324 tri's each, i could cut that in more than half, but since im under the limit and/or very lazy now,,,, id say im done modeling now, just tweaking my lights (7 total, all point lights, one spot)

if it is too dark now would be a good time to tell me (i have not touched this in photoshop yet, will do that at end of contest for final render)

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# 8 06-02-2005 , 07:35 AM
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WOOT WOOT

woot woot go 13uRneR, the flames could be a little bigger imo, the ground looks a little plain maybe add a path, you could model one then do a normal map for the floor, just an idea.

forgot to add the image is fine.

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# 9 08-02-2005 , 12:15 AM
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More tweaking has been done, just need to add texture to the alter.

Shal it be mossy covered, or clean white marbel?

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# 10 08-02-2005 , 12:42 AM
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here's one with alter textured in white marble, but made to be affected by my lighting


6924 tris, shal i reduce that number? (will it give me bonus? j/k Mike... unless....)

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# 11 08-02-2005 , 01:34 AM
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After sending the pic to my girlfriend, she noted how the birght alter made it seem out of place , so here's what i have come to think as finished, C&C would be helpfull

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# 12 09-02-2005 , 06:56 AM
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here are my texture maps i used, 5 of them only, and basically made them repeat over and over... and over... tilling fun! and the lighting broke it up so it doesn't look all the same (they are all 256 x 256)


here they are one on top of another

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# 13 09-02-2005 , 01:26 PM
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Right now, the room seems kinda sparse. Also, the floor looks too flat if it is a sand-floor. I'd suggest trying to fill up more of the room. Of course, that may mean reducing somewhere.

# 14 11-02-2005 , 07:39 PM
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i agree with mike, mayb just afew rocks on the ground would make a huge difference

# 15 11-02-2005 , 09:46 PM
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I agree, 13uRneR get off your lazy ass!... o wait this is my thread...

I would like to add debri, sadly its something i cannot think of how to do... I never actually tried to make debri. any advice would be helpfull


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