Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 1 12-09-2008 , 02:38 AM
elephantinc's Avatar
Level 32 pachyderm
Join Date: Dec 2007
Location: England
Posts: 1,859

Starship


# 2 12-09-2008 , 03:29 AM
bendingiscool's Avatar
Subscriber
Join Date: Jul 2006
Location: London
Posts: 567
Thats a very broad question to ask as really UV texturing is the same for this as organic texturing.

Check out the UV texturing tutorials on this site or in the help files.

Chris

# 3 12-09-2008 , 04:26 AM
alexanderH's Avatar
Subscriber
Join Date: Sep 2007
Location: Mississauga, Ontario, Canada
Posts: 450
yeah, do you know general uv Unwrapping?
It is a lot easier in general for mechanical, why? Because you have references for seems. Ever seen a box with no seams? I know I haven't.
A lot of flat faces make it generall very easy to unwrap such a beast. If you've more specific issues, pipe up!


Peace, love and Anarchy~~~~~~~
______________________________
Wip:
iMac
Full House Project
Arch Viz Reel

My Website is Finally Back up!

“Welcome to the Internet. Where the men are men, the women are men, and the children are FBI agents.”
# 4 12-09-2008 , 04:44 AM
Gen's Avatar
Super Moderator
Join Date: Dec 2006
Location: South FL
Posts: 3,522
Agreed. I'm curious, wheres the cockpit located, it looks like its in the front but it also looks like could be in the back. And I see you revamped your site, I think the older version had more flare and seemed more relevant to animation, this one doesn't seem very personal, it looks like one of those sites where you'd go to order lumber and pipes.


- Genny
__________________
::|| My CG Blog ||::
::|| My Maya FAQ ||::
# 5 12-09-2008 , 06:02 AM
Chirone's Avatar
Subscriber
Join Date: Dec 2007
Location: NZ
Posts: 3,125
yeah, i'm wondering where the cockpit is too (weird dodgey name that...)

you could just use the UV mapping functions in Maya, the cylindrical mapping for the pipes and all those funky other things

btw, you need to smooth your normals. the ship looks too blocky




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
# 6 12-09-2008 , 06:31 PM
elephantinc's Avatar
Level 32 pachyderm
Join Date: Dec 2007
Location: England
Posts: 1,859
So just like organics? I know it needs smoothing out, I was just thinking that the texturing might help sort that out (because it will be made out of metal plates it will be quite angular, but ill still smooth it i think)

And the bridge (its gonna be a big ship so its not really a cockpit) is on the little ship at the top)

In regards to my site, I dont like the new design either but other people seem to, its experimental at the moment, it hasn't actually replaced my old site, the new design is at a new domain, just to test it out

# 7 12-09-2008 , 06:46 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Planar, Cylindrical, its all the same when it comes to mapping, just because its inorganic doesnt mean its any different. Only different in your mind....

I have this one to do https://www.outlaws3d.com/?pp_album=m...nderIV_2k8.jpg


Im only going to do one half then flip it...why do double the work when it comes to uvs. The texture of course will be different

Jay

# 8 12-09-2008 , 07:11 PM
elephantinc's Avatar
Level 32 pachyderm
Join Date: Dec 2007
Location: England
Posts: 1,859
BTW when i took the screens flat shading was on, so it looks alot less smooth, do you still think i should smooth it?

# 9 12-09-2008 , 07:14 PM
elephantinc's Avatar
Level 32 pachyderm
Join Date: Dec 2007
Location: England
Posts: 1,859
Pic smoothed, smooth shading on (V low continuity under 0.1)

Attached Thumbnails
# 10 12-09-2008 , 07:15 PM
elephantinc's Avatar
Level 32 pachyderm
Join Date: Dec 2007
Location: England
Posts: 1,859
Not smoothed, smooth shading

Attached Thumbnails
# 11 12-09-2008 , 08:01 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
You need to add bevels to the edges to make them look 'smoother' but keep it looking mechanical. Unless its a razor blade no edge is that sharp and angular. Look around you...

Jay

# 12 12-09-2008 , 10:19 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Yeah man, bevel them edges.

I'm quite liking the design, a few more detials here and there and I reckon its gonna be pretty good!


"No pressure, no diamonds" Thomas Carlyle
# 13 12-09-2008 , 11:14 PM
elephantinc's Avatar
Level 32 pachyderm
Join Date: Dec 2007
Location: England
Posts: 1,859
ok ill bevel the edges
I might add a bit more detail first....

# 14 14-09-2008 , 06:33 PM
elephantinc's Avatar
Level 32 pachyderm
Join Date: Dec 2007
Location: England
Posts: 1,859

# 15 14-09-2008 , 07:58 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Fuel?


"No pressure, no diamonds" Thomas Carlyle
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