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.
# 31 22-09-2005 , 04:27 PM
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come on guys..... i need yer feedback

# 32 23-09-2005 , 12:43 AM
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I didnt read all of your posts, but is this supposed to be a low poly model (3000 tris or less) or are you going for a hi-res model?

If you are not going to have a poly limit, then you may want to add more detail or accessories.

# 33 24-09-2005 , 02:18 PM
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im not really sure yet, probably high res. im at 73000 tris


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Last edited by Joopson; 24-09-2005 at 03:24 PM.
# 34 26-09-2005 , 07:43 PM
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# 35 26-09-2005 , 07:48 PM
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here is the final polycount

verts:9453
edges:20838
faces:11529
tris:18466
uvs:16644


, almost nearly low-poly, lol
there may be a feww more updates though


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# 36 26-09-2005 , 08:15 PM
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Can we see a wireframe of this guy. It seems to me that you probably have a lot of polys doing nothing(not changing the overall shape). You should look into reducing that polycount. I like the overall proportions, but the arms on top look really out of place. Try sticking them underneith your origional arms and see if that looks more natural.


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# 37 26-09-2005 , 09:52 PM
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# 38 26-09-2005 , 11:58 PM
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Looks good except that your geometry seems to have a lot of splitting in it. I'm no expert by any means but I found out that you can get the same shape of an object by having less faces that are larger than a bunch of tiny ones as you have. If you still want to "bump" up the surface you could always convert to sub and play with it that way. Great job so far though and good luck!

# 39 27-09-2005 , 12:03 AM
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Any chance of rigging or texturing?

# 40 27-09-2005 , 12:15 AM
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Try this...Make a copy of your man there and make it live. Take the origional and start deleteing a bunch of edges. Try to get it all to look sortof gridlikewith only 4 sided polys.


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If the shape changes a bit, just select some vertices and move them, theyll snap right onto your old model keeping the same basic shape.

If yyou want to smooth it out later just go poly-smooth or maybe its edit poly-smooth.

Your model has a nice shape, but without the quads and good topography, your model will not deform correctly. And its just good practice to keep it all neat.


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# 41 27-09-2005 , 05:25 PM
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actually, i did convert it to quads, and i did rig it, in a diff. file, and it deforms great... so im pretty happy with it........ not to sound like a jerkuser added image :attn:


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# 42 27-09-2005 , 05:28 PM
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im gonna start texturing now..... its gonna be tough


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# 43 30-09-2005 , 06:50 PM
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# 44 30-09-2005 , 08:08 PM
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Are you going to add some highlighting around the muscle groups on the texturing? And is that splattered blood in the background?

I like the little sparkly eyes user added image


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# 45 30-09-2005 , 08:09 PM
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no, no muscle highlights.....
but that is pixely blood, lol:attn:


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