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 17-10-2008 , 03:48 PM
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fantasy sword

ok this is my first model ever, so be easy on me!
ill start out with this sword, and if it turns out good, i may make some sort of armoury scene or something.
also i started this after watching the first 2 parts of the cartoon dog tutorial, and decided to start out with a little more noob friendly project!
also i know nothing about texturing, shading, and lighting so i kinda just tried some random stuff...

anyway here are some renders:
user added imageuser added image

user added imageuser added image


this is just the blade... i am working on the shaft right now!
i just want your oppinion (for a first model, remember) and some tips on how to improve the model/shading!
i am really not satisfied with the shading right now so i was hoping you could help me out!

and be honest with me!
if you think its a piece of **** then rather tell me than letting me think that i did a good job -.-

in advance: Thanks user added image

# 2 17-10-2008 , 04:07 PM
Acid44
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i think it's a piece of **** user added image

relax im joking :p

it looks ok to me other than the texture but you said you know nothing about that so i'll let that slide -_-

could you post a wireframe shot though?

# 3 17-10-2008 , 04:25 PM
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i am not really proud about the wireframe... its kinda messy!
ill have to clean it up...

but how exactly do i make a wireframe render? *blush*

# 4 17-10-2008 , 04:47 PM
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Hi,

and welcome to the world of 3d-ness.

if you a wire shot you could just have the view as "wireframe on shaded" which you'll find under the shading tab in the workspace or alternatively...... if you haven't got those controls turned on you can access it via the space bar > shading > wireframe on shaded and simply show us a screen grab of your model.

or you could hit 4 to just show the wire frame.

take it easy,

Mat user added image

# 5 17-10-2008 , 05:04 PM
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as said its kinda messy, mostly at the part where those spiky thing are!
anyway her it is:

user added image
user added image

but i was actually hoping for some help with the material/shading/texturing?

# 6 17-10-2008 , 05:19 PM
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Not that messy at all. You could get more details but it's a nice start user added image
Try doing the modeling tutorials in Maya's help if you haven't already.
Benny


When in doubt, delete history and freeze transformations.

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# 7 17-10-2008 , 05:34 PM
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thanks alot!
ill sort it out, and then start making the shaft..
but i would really like to get the shading for the blade first!

i followed you chess thingy and i really think its awesome! see thats the kinda skills i want!
really nice shading!
i would really like some help with the texture/shading for the blade!
i have tried to find some tutorials, for it but its actually quite hard!

in advance: Thanks

# 8 17-10-2008 , 06:01 PM
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Actually thats not really messy to me. You may want to finish the model before shading as one thing will lead to another and you'll probably go crazy tweaking shaders on a blade without a handle, then you probably won't want to go back and start modeling again ><


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# 9 17-10-2008 , 06:34 PM
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https://www.leighvanderbyl.com/tutorials.html
The most helpful site I ever found (Thanks to Arran) after this one(SM). The 'Texturing for Dummies' and 'Photoshop Tips and Tricks' is a solid start on texturing.
Good luck,
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 10 17-10-2008 , 07:20 PM
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what would be best: make them as one mesh, or make them in to pieces at join them later?

# 11 17-10-2008 , 07:34 PM
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You should make every different material using a different mashes, since you'll need different materials for the pieces. If they move individually it's even more important.
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 12 17-10-2008 , 08:10 PM
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Good start. I guess you could model the handle as a separate piece and it makes it somewhat easier to texture.

Good luck!

# 13 18-10-2008 , 05:13 AM
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that's an interesting shape

i'm with everyone on what they have said so far.

the wires could do with some straightining up unless you're after a curvyness to the blade's surface

(while in vertex selection mode and with the move tool selected hold down v and grab one axis handle and move your mouse over another vertext and the vertex you're moving will snap to the same axis position as the one you just moved your mouse on)

tbh, i thought you actually put the hilt on the blade already :p

shadow spy has a point about making the blade and hilt seperate




that's a "Ch" pronounced as a "K"

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# 14 18-10-2008 , 10:06 AM
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i decided to make the hilt in 3 pieces because it would make it easier to model!
here it is:
user added image
user added image

now: how exactly would i join the 3 pieces together?
kinda forgot to learn that before i took the decision to make it in 3 parts user added image

in advance: Thanks user added image


Last edited by craksy; 18-10-2008 at 10:08 AM.
# 15 18-10-2008 , 10:26 AM
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combine? (button on the shelf so i dont know where it is in the menu, has a poly plane in ablack circle)

constraint > parent?

boolean? (not advised)




that's a "Ch" pronounced as a "K"

Computer skills I should have:
Objective C, C#, Java, MEL. Python, C++, XML, JavaScript, XSLT, HTML, SQL, CSS, FXScript, Clips, SOAR, ActionScript, OpenGL, DirectX
Maya, XSI, Photoshop, AfterEffects, Motion, Illustrator, Flash, Swift3D
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