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 07-07-2007 , 08:48 PM
nomasha's Avatar
Subscriber
Join Date: May 2007
Posts: 7

No Images for Hand Modelling tutorial


# 2 07-07-2007 , 10:21 PM
Kurt's Avatar
Registered User
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,310
here ya go..

Attached Files
File Type: rar handimages.rar (76.8 KB, 207 views)

I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 3 07-07-2007 , 11:21 PM
nomasha's Avatar
Subscriber
Join Date: May 2007
Posts: 7
Ah - from the artist himself. Cheers ears user added image

# 4 07-07-2007 , 11:32 PM
nomasha's Avatar
Subscriber
Join Date: May 2007
Posts: 7

Question

Actually, if I may take advantage of contact with you, all be it brief, how feasible might it be to model a hand completely from a sigle nurb (not patched or sub d's)? The reason I ask is that I am working on Second Life and the advent of "sculpties" now enable you to import simple nurb models from Maya and other 3D programs. Trouble is they must be single objects and poly's or sub d's don't really cut it too well in the process of converting your 3D model to a "Sculpt Texture" or "Sculpt Map" (SL's standard RGB texture where the channels are mapped onto X, Y, and Z space and converted to a .bmp for import into SL). They are textured over a sphere primitive, which is then distorted by the map. Consequently the quality is limited atm, but the fewer prims you use, the more effective it is. There's a good question for you I hope!

Nice website btw

Nom.

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