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 22-12-2006 , 06:13 AM
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Ford Mustang GT Hovercraft

Well ... I'll continue as a W.I.P. what was to be the winner of the november 2006 Game Challenge hehehe user added image
Nah, seriously ... I started the challenge not really knowing what to do. Then I got a great idea (or what I think it was) to turn a Ford Mustang GT into a futuristic hovercraft.
Due to personal reasons I didn't get to finish it for the challenge. But I thought it would be a waste to leave the idea on the shelve. I still would like to follow the same requirements/limitations as was set for the challenge.

Quote:
FANTASY VEHICLE!

Yep, let's do something cool with this topic. There are no restrictions regarding what kind of vehicle you make, EXCEPT that it must not be a real vehicle. It must be some kind of created design by you AND it must have at least one visible weapon. Now whether it's futuristic, primitive, modern, that's all up to you. Whether it's a land, water, or air vehicle is up to you.

Now, for game art specs:

-maximum of 30,000 triangle polys
-MUST be fully textured
-texture resolutions must be no more than a 1024x1024 (this means, you can use four 512x512, or any other combination thereof that doesn't supersede an accumulated 1024 texture)
-normal maps, spec maps, transparency maps, etc are ALL allowed

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Last edited by Eelco; 22-12-2006 at 06:30 AM.
# 2 22-12-2006 , 06:33 AM
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1186 tris later user added image

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# 3 24-12-2006 , 05:27 AM
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Cool you're continuing yours too! Thats great, your concept art is pretty sweet... the side view looks nice and meaty! So it's hover bike vs hover car huh?

Bring it on :attn:

# 4 26-12-2006 , 02:36 PM
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cool ived been waiting for this, cant wait till you finish... the models looking great soo far eelco, i really like the design and concept, mustang is my favorite car ... keep the updates rolling in, cheers ... marlon

# 5 20-06-2007 , 04:51 AM
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It's been a while. But I'm gonna pick up this project again. Now it's 4628 tris later.

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# 6 21-06-2007 , 02:53 PM
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Looks like a really nice concept and also a good start. Put a ninja in the car and enter the current challange. user added image

# 7 21-06-2007 , 06:46 PM
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Originally posted by Weyu
Looks like a really nice concept and also a good start. Put a ninja in the car and enter the current challange. user added image

That sounds like an awesome plan to me! Or, you could do something with a pirate! ????? It is looking awesome, though!

Sparticus


Expect to excell...
# 8 30-06-2007 , 02:57 AM
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This half is only 3703 tris.
Don't know how to meet that 30,000 tris limit set during the competition. Seems a bit much for a game-vehicle.

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# 9 30-06-2007 , 01:07 PM
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Wow that looks really nice.

Try aiming at 10 000 tris instead. user added image

# 10 02-07-2007 , 06:36 AM
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Originally posted by Weyu
Wow that looks really nice.

Try aiming at 10 000 tris instead. user added image

Yep. It's going to be around that amount. Here is my model with 10712 tris . Unless anybody suggests improvements, I should be close to finnishing the modeling part.

Tough time getting those wings on. I had to make some weird cuts so that the normals wont go all crazy. The body at the front wing still looks wobbly due to those normals.
Don't know if normals have any effect in game situations, or if they're even used in game engines at all.

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# 11 02-07-2007 , 12:20 PM
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Yeah, three times that amount and you get a high poly model. user added image

Nice job!

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