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.
# 16 19-01-2006 , 10:05 AM
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Cheers for your comment magicsy, doing something as big as a ship took me ages but was fun. I would recomend it.

As for your model it's good, but theres something about the butt that doesn't look right. What does it look like then you smooth the normals?


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# 17 19-01-2006 , 11:51 AM
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thats the thing, they are smoothed but cause of the bevel they wont smooth right, can u smooth normals more than once?
i think i may have to redo the butt.

# 18 19-01-2006 , 11:54 AM
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I think you can, have you open up the option box the see if they can be smoothed any more. Do you know what I mean?


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# 19 19-01-2006 , 12:05 PM
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i have tried smoothing the butt more, and done this.

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# 20 19-01-2006 , 12:26 PM
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ive just redone the butt so its al cool now starting the texturing now user added image thanks for ure help tim.user added image

# 21 19-01-2006 , 12:27 PM
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Hi magic,

my feeling here is that smoothing more and more on this topology won't do the trick. Seems you got , before smoothing, already 2-3 edges being too close from each other to allow a complete smoothing. Not sure i'm clear enough, hehe.:attn:

I would start from scratch really.

What happened i guess is that you kept hard edges at some step, or lowered continuity factor too much, when smoothing, ... than you softened the normals, but, too late, angular edge is "written". Further smoothing won't have it vanished.

I think a 1k-1.5k polys for the piece is widely enough to have it perfectly smoothed user added image


EDIT : lol too late user added image

# 22 19-01-2006 , 12:43 PM
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haha, yep but i understand the mistake now which is what counts cheers anyway pyrus user added image

# 23 19-01-2006 , 01:16 PM
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update*user added image

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# 24 19-01-2006 , 01:23 PM
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Looking good, but the magazine still needs smoothing out a bit. It's a smooth curve in real life, and yours looks like about 5 or 6 straight edges shaped towards a curve.


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# 25 19-01-2006 , 01:41 PM
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One more thing on the but. Having it such high poly can be more trouble than it's worth. It is possible (with the aim of the smooth normals tool) to get the same result with a fracton of the poly. With that said, if you are just using it to make nice pictures and all that then there is no real problem in my eyes.

Apart from what kennez said about the mag needing it's normals smoothed (or some other trick) it's looking pretty neet.


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# 26 19-01-2006 , 10:17 PM
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wow that looks really good


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# 27 20-01-2006 , 09:41 AM
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added a couple of new items for effect user added image:attn:

Thanks matt user added image

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# 28 20-01-2006 , 10:34 AM
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Yer, that's looking better.

What's that picture in the background by the way?


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# 29 20-01-2006 , 10:40 AM
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thanks tim, its a hdri that i forgot to take out of the render.

# 30 20-01-2006 , 10:42 AM
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Oh right, well I haven't got into Hdri yet so that's why I didn't know.


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