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 04-04-2009 , 05:14 PM
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Dominance War IV entry


# 2 05-04-2009 , 02:44 PM
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# 3 08-04-2009 , 09:11 AM
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Updates
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# 4 08-04-2009 , 09:14 AM
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2) body smoothed

I was thinking and could not find an answer to one question.
My head looks blocky and when i soften the edges it's getting messy ... any idea how i could make it more smoother without soften edge or make it right for soften edge ?

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# 5 08-04-2009 , 11:18 AM
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which edges are you softening?
have you tried adding a few more edges where it looks messy?
what does it look like when you've softened the edges you think it makes it look messy?




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# 6 08-04-2009 , 03:26 PM
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Here is the result.
I'm softening some of the edges others not.}
But i have other issue... I will make normal map so if i set the normal map to the model will those edges soften if i Zbrush them right ?

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# 7 09-04-2009 , 08:24 PM
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er... am i missing something here? your head looks blocky.... cos it is blocky!

you could try to use soften/harden normals and play with the slider, but that will only get you so far - and this is something that you would do nearer the end of the modeling process. if you want the head to look smoother, you are either going to have to add more geometry or rearrange what you have so far.

# 8 09-04-2009 , 08:36 PM
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If i make a good normal map which gives me good look of the head, will this work ?
I can't add more edges cos the limit is 10k tris and head + body = 4k tris if i get lower than 10k in the end i will do the work user added image
but about the normal map.... ???

# 9 09-04-2009 , 08:47 PM
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i haven't used normal maps - but my understanding is that normal maps will make the parts of the model that are facing you look different, but the edges (or profile) will look the same. how many polys have you used so far - it doesn't look like that many.

# 10 09-04-2009 , 08:53 PM
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3975 tris .... So i will model the rest of the body and the gun and armor and we will see if it runs over 10k

# 11 09-04-2009 , 09:16 PM
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honestly - it looks like you are wasting quite a bit in the details - i'd get the whole shape down before dealing with the intricate parts.

you need to think about what needs to be modeled and what you can get away with using textures. for example the teeth - you don't need to model those - you could get away with textures and a bump map. same with the helmet - if you want that stuff to be modeled you should at least wait till the end when you have everything else mapped out - but again, you could probably get away with a texture map and use that geometry more effectively elsewhere.

# 12 09-04-2009 , 09:28 PM
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As you see arran my models are 90% untextured ... so yeah you should be right i must really get into textured work and learn them on some good level i will think what could be off. The textures should do the work for a lot of elements you are right user added image 10x

# 13 13-04-2009 , 06:52 PM
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A little more progress tell me what you think... sorry for the slow progress but i'm studing either ... :thumb:

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# 14 16-04-2009 , 09:14 PM
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Some changes....
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# 15 16-04-2009 , 09:15 PM
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