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.
# 1 25-07-2005 , 02:29 PM
Registered User
Join Date: Jun 2005
Posts: 22

Space craft-first maya modeling attempt

I got a rough sketch from a friend:
https://www.warcraftx.net/cow/circa/s...%20Chariot.jpg

As a complete maya newb, I've attempted to extrapolate from there and make a 3d model and here are some pics, crits and comments are encouraged, I know it still needs a lot of work.

Base mesh:
https://www.student.cs.uwaterloo.ca/~hbizira/3d/one.jpg
https://www.student.cs.uwaterloo.ca/~hbizira/3d/two.jpg
https://www.student.cs.uwaterloo.ca/~...a/3d/three.jpg

Smoothed:
https://www.student.cs.uwaterloo.ca/~hbizira/3d/four.jpg
https://www.student.cs.uwaterloo.ca/~hbizira/3d/five.jpg
https://www.student.cs.uwaterloo.ca/~hbizira/3d/six.jpg

# 2 25-07-2005 , 09:57 PM
mhcannon's Avatar
Subscriber
Join Date: Sep 2004
Location: Waianae, HI
Posts: 1,275
It's close to the concept sketch, but I'm not sure about the holes throught the wings.



AIM: mhcannonDMC

"If you love your job, you'll never work another day in your life."
# 3 26-07-2005 , 02:20 PM
Registered User
Join Date: Jun 2005
Posts: 22
Ah yes, the guy who sketched asked me to add them as some sort of weapon system.

# 4 26-07-2005 , 07:43 PM
Registered User
Join Date: Jun 2005
Posts: 22

# 5 26-07-2005 , 09:28 PM
Subscriber
Join Date: Jun 2004
Posts: 274
hi, im not too sure about the holes in the wings either, what i recon would be cool is... instead of the holes in the wings as wepons model some wepons which come out the top of the wings, the actual shape of your model wouldnt change much, but when this ship wanted to fire, i duno about 4or6 guns lift out, (the only reference to this kinda thing i can think f is in futurama where the ships steps come out), instead of steps make guns, maybe two on the top of either wing, and some big ass one come out the ends of the wings. (hope this is clear ;P) i dont think these guns should be chain guns or anything like that, they shud be like pulse rifles or something with a futuristic look. i wud also try and make ur ship as streamline looking as possible. (these are just my ideas u dont have do use em :p)

good luck and have fun!

# 6 27-07-2005 , 01:03 PM
Registered User
Join Date: Jun 2005
Posts: 22
thanks for the ideas, I'll run it by the guy who sketched it.

# 7 04-08-2005 , 01:12 PM
Registered User
Join Date: Jun 2005
Posts: 22

# 8 04-08-2005 , 02:46 PM
Subscriber
Join Date: Jun 2004
Posts: 274
bump map?

# 9 04-08-2005 , 04:30 PM
metallicjet66's Avatar
Subscriber
Join Date: Sep 2004
Location: Florida, U.S.A
Posts: 517


Aim:Nshad BB Court
msn:nothinbutchains@hotmail.com
# 10 04-08-2005 , 06:56 PM
Registered User
Join Date: Jun 2005
Posts: 22
I plan on using zbrush later to add detail, I'm new at zbrush so I wanted to know if you can use a zbrush displacement map on top of the displacement map for the egyptian symbol.

# 11 04-08-2005 , 10:13 PM
Subscriber
Join Date: Jun 2004
Posts: 274
a bump map should be fine, its prety simple. add the image to the bump value of the selected polys :/ ill give u a tut on how to do it if u like lol.

# 12 05-08-2005 , 01:41 AM
Registered User
Join Date: Jun 2005
Posts: 22
yeah a tutorial would be great!

# 13 05-08-2005 , 10:38 AM
Subscriber
Join Date: Jun 2004
Posts: 274
righty then... i duno if you know about uv mapping, im not gona explain it in detail but heres simply how to put ur bump on your spaceship.

select the faces on the model, where you want to put the image. then goto edit polygons/texture/automatic (this will probably work) then goto windows/uv texture editor

will look something like this:

user added image

now in the uv editor goto polygons/uv snapshot and save the image file somewhere. then open it in photoshop. use the magic erasor tool to rub out the black area so your left with just your mesh, then get your egyptian symbol and put it where u want it, then delete the mesh layer and flatten the image, save this as a jpeg. now in maya select the polygons u uv mapped and give them a new material, then in the atributes editor of maya and in the bump mapping bit on your new material goto the checked box and click it and add a file and load in the file you made in photoshop. then fiddle with the bump value of the bumpmap (bump debth in the bump2d1 tab) and it should look so mething like this:

user added image

my symbol is of low quality so yours shouldnt look so blocky.

have fun

# 14 05-08-2005 , 12:14 PM
Registered User
Join Date: Jun 2005
Posts: 22
Thanks alot ! this technique is gonna save me a lot of time when doing these little details.

# 15 11-08-2005 , 01:29 PM
Registered User
Join Date: Jun 2005
Posts: 22

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads