Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 46 14-09-2005 , 10:28 PM
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full garg

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# 47 15-09-2005 , 02:00 AM
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Are you going to texture map it all?

Looks good so far.

# 48 15-09-2005 , 07:49 AM
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looking good, did you keep it low poly or go high? If low, how many polys?


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# 49 15-09-2005 , 02:14 PM
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Originally posted by joed8349
Are you going to texture map it all?

Looks good so far.


Thanks man user added image

ya I will texture map it

I'm going to take the model into z-brush and see what happens.


Originally posted by t1ck135
looking good, did you keep it low poly or go high? If low, how many polys?

Thanks.

I went for High Poly count. But here is a pic of my low rez mesh with the heads up info in it.

Smoothed with both halves it is around 32,000 poly, Once I zap it with Z-brush it will prolly be like 500,000-600,000 poly.

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# 50 15-09-2005 , 07:55 PM
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Just a test....some success

I finally nailed down an ok process..

modeled in maya 5164 tri's (with smoothing 1).

displaced in Z-Brush 600,000+ tri's

rendered in Mental Ray


this was mainly to test that my mesh would displace right and not crash maya etc, etc...

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# 51 16-09-2005 , 07:17 AM
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nice start on the displacement user added image

You could probably reduce the geometry in the wings quite a lot without affecting the final smoothed version (just in case you cut it down to a low res model later user added image ).


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bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
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# 52 17-09-2005 , 01:35 AM
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wow, I love this model. Great progression, and nice modeling.
Did you do the uv mapping in maya, or use zbrush for mapping?


There's nothing normal about normals. In FACT i think the are abnormal.
# 53 18-09-2005 , 02:23 AM
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Originally posted by t1ck135
nice start on the displacement user added image

You could probably reduce the geometry in the wings quite a lot without affecting the final smoothed version (just in case you cut it down to a low res model later user added image ).

Thanks t1ck135. user added image I'm not to worried about a few extra polys cause im going for high res. If I get far enough and have time to make a low rez version then I might go about reducing them.

Originally posted by antiant
wow, I love this model. Great progression, and nice modeling.
Did you do the uv mapping in maya, or use zbrush for mapping?

Thanks antiant user added image I did the uv mapping in maya. I just finished up with that. I messed around with my model in Z-Brush this evening for about 2hrs.. heres what I've got so far...

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# 54 18-09-2005 , 02:30 AM
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heres a shot of the uv map

This is a shot of the uv map.. im not really that hot at doing uv's yet but so far this is working out, nothing overlaps at least ;p.

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# 55 18-09-2005 , 04:11 AM
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ah.. well i was wrong about the polycount in z-brush.. it has nearly 5 million poly's. Thats the head, torso, arms. legs, and wings.. one piece. the bracers on the arms and legs are separate and so are the feet and hands. I'll texture/bump map them separately in Z-brush.

# 56 18-09-2005 , 04:28 AM
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Hey Mayafreak3!

your ZBRUSHed textures are looking good! I particularly like the work you've done around the eye socket and lid ... very reptillian ... very cool.

Keep going!

Dave

# 57 18-09-2005 , 04:33 AM
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Many Thanks Swankymonkey user added image user added image

# 58 02-10-2005 , 01:06 AM
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base

I'll be updating with some stuff soon....got busy with work and haven't had time to do anything.

peace,

mayafreak3

# 59 02-10-2005 , 01:22 AM
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some stuff I did a while back

heres what i've done so far in z-brush.

I cant reproduce it in mental ray unfortunately. This is rendered out of z-brush.. pre texture.. stuff I did a few weeks ago.

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# 60 02-10-2005 , 01:27 AM
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closeup

closeup

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