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.
# 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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