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.
# 61 14-08-2008 , 07:16 AM
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OK, I'm done for today...
Here's what I've done:
https://img48.imageshack.us/img48/5751/tempdb7.th.png

Got two more pieces of plywood to texture but they're barely visible so it won't take much time. I need to give my brother the computer again user added image.

EDIT: I can also see from this render I've got to fix the materials for the top shelves...

C&C please, especially for the plywood,
Benny


When in doubt, delete history and freeze transformations.

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(Requires DirectX9 SDK and Framework)

Last edited by BennyK; 14-08-2008 at 07:19 AM.
# 62 14-08-2008 , 08:25 AM
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that's bizarre - you have a wooden fridge!

looking very good so far - not sure about the back bit - is there space between the wooden frame and metal case? i might try to push the color contrast in certain places - just so it doesn't look too samey.

coming along nicely though. user added image

# 63 14-08-2008 , 10:09 PM
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There is approximately 10cm between the frame and the hull.
Progress so far:
https://img521.imageshack.us/img521/4617/temped0.th.png

Finished the frame and the hull, and fixed the angle of the anisotropic reflectivity.

Just the door left now! :attn:

Now's a good time to ask you about good lighting tutorials...
So, C&C and lighting tutorials please,
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 64 17-08-2008 , 12:54 AM
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Progress on the door...

More downtime or is it just me? I tried downforeveryoneorjustme but it told me something weird about simplymaya not being a site or something. Never mind that now... here's the progress on the door so far:
https://img516.imageshack.us/img516/6574/tempjq6.th.png
And from the final render angle:
https://img178.imageshack.us/img178/4201/tempsq5.th.png

Almost done with basic textures! :attn: :attn: :attn:

How about those lighting/rendering tutorials?
C&C please,
Benny

EDIT:
BTW, I remember reading about blured reflections. How do you make one?


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)

Last edited by BennyK; 17-08-2008 at 12:57 AM.
# 65 17-08-2008 , 07:46 AM
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the wood texture looks a bit big to me. i also still think you need to push the color contrast - everything looks like it has the same value at the moment.

# 66 17-08-2008 , 10:45 AM
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looks very nice, BennyK, I like the texture work user added image


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# 67 17-08-2008 , 03:21 PM
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Joopson: Yah, thanks, Me too user added image (though I'm still too young)

Arran: I tried to increase the contrast as much as possible by adding different sorts of grim, but keep in mind that the wood parts are supposed to look about the same color since no one wants a colorful fridge user added image

I'll be pretty busy today so I don't think there'll be any progress soon user added image

Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 68 18-08-2008 , 01:10 AM
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how old are you, BennyK? I picture you being like 48, haha


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# 69 18-08-2008 , 04:41 AM
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Haha, 48... I'm only 16. I believe I mentioned it here somewhere around 1st of August.

How about some rendering/lighting tutorials? I could use some advice here since I barely even know what's mental ray...

I'll continue with the texturing tomorrow meanwhile...
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 70 18-08-2008 , 05:36 AM
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it's not that i think it should be more colorful - but rather that the tones need more contrast - even in your ref pictures you can see a lot more variation. at some point it's likely that that wood was painted / varnished - you can even see it on the side (i think) so there would be traces of that as well. i usually find that you have to push the contrast in ps as things tend to look a little bland when applied to the model. anyway, sorry to go on...

as for lighting / rendering tutorials, you'll likely get a better response if you ask more specific questions. you should be able to find decent tutorials if you just google. in the meantime, check out the 3 point lighting tutorial here....

https://3drender.com/archives/index.htm

# 71 18-08-2008 , 09:26 AM
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Originally posted by Joopson
how old are you, BennyK? I picture you being like 48, haha

i'm wondering where you got this idea from! i always thought he was younger than 18 before i saw his birthday post :p

as for lighting and rendering tutorials... not sure of any ones outside of the maya tutorials

i haven't get gotten round to that part... still fine tuning other things...




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

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# 72 18-08-2008 , 05:36 PM
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When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 73 19-08-2008 , 01:31 AM
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Your project is really looking good BennyK


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Exceed Expectations!
# 74 19-08-2008 , 03:16 AM
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Thanks Perfecto, I'm waiting to see what comes out (or slams in) to your wheal chair user added image .

I need help with a problem I encountered while trying to texture the handle - The UVs became rotated in a nasty way since I opened (rotated around the hinges) the door (a group containing all the relevant objects). When I rotate it back it goes back to the way it's supposed to be. How can I fix it so it won't be effected by rotation? I really don't want lay the UVs for it over again...
Thanks in advance,
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 75 19-08-2008 , 05:58 AM
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you just need to delete the history before rotating.

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