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 01-03-2012 , 08:04 AM
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Bathroom

first scene of the trailer im working on in which you've seen my recent models. decided i needed to get away from organic modeling for a bit and work on some hard modeling before I went insane when i tried riggin my other demon guy. So here's the bathroom so far where the trailer is going to open up. even though its only going to be a close up of a hand next to the tub user added image

things left to do are the medicine cabinet/mirror dunno if i just wanna do one or the other or both, light fixture, and i still gotta make the nozzles for the faucet. no there is no shower this is a shitty apartment bathroom, but at least the hinges work user added image

poly count so far 4980 with smooth shade 75904

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# 2 01-03-2012 , 09:32 AM
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Looking good the only thing I would say about you mesh is you do not need to make hole in the mesh if you are going to put a tap there or are they one peice if they are I would make them seperate, the bath is a bit shallow are you saving water.......LOL..........dave




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# 3 01-03-2012 , 06:44 PM
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yea most everything is 1 piece unless it moves. I'm gonna separate the nozzles on the tub since they are 1 piece right now just haven't gotten around to it yet as well as the tap since I'm gonna have to make it a different material logic brain starts shutting down after 1 am :p.

# 4 02-03-2012 , 04:28 AM
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couple of rendered images, not done yet still tweaking things gotta add a mirror and shower, as well as the rest of the walls but so far I'm pleased except for that close up of the wall that is pissing me off i cant seem to get a sharper map of that i even made sure the resolution was at like 300dpi anyone that can tell me how to do that I'd appreciate it. tried doing displacement as well but still pixelated.

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# 5 02-03-2012 , 07:07 AM
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added mirror and fixed lighting, however it doesn't seem that the reflection is picking the reflection that the tap should be having.

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# 6 02-03-2012 , 07:21 AM
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one more with better looking lighting i think

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# 7 02-03-2012 , 09:05 AM
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Try turning the filters for the file texture off.............dave




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# 8 02-03-2012 , 09:14 AM
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what do u mean exactly? and for what? wait u mean for the wall texture? did that turned filter to off even tried turning on prefilter but its still pixelated. I guess the UV is too small on the image plane, but if i make it bigger then the texture gets too small.


Last edited by MamoruK; 02-03-2012 at 09:38 AM.
# 9 02-03-2012 , 10:40 AM
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hi,

I think you want a larger texture. Don't think in dpi, think in pixels for your resolution (ie 1k being 1024 by 1024 pixels, 4k being 4096 by 4096). Have a look at the resources thread on the forum here, you'll find link to loads of free textures.

cheers

gubar

# 10 02-03-2012 , 03:21 PM
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For the reflection, you need to increase the number for Reflections in the raytracing section of the quality tab in the render settings. Also increase the max trace depth to be at least reflections + refractions. Mental ray is currently only calculating rays reflecting once in your mirror.

# 11 02-03-2012 , 04:48 PM
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hey man, did you measure the objects? the scale looks a bit off for all of them.

# 12 02-03-2012 , 05:56 PM
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gubar: thx i'll try that, i made the texture myself in photoshop so it'll be easy to make a larger one.

stwert: render quality is set to production so all raytrace option were set to max already.

dom: the sink is probably a little small as well as the tank for the toilet, or the tub might be too big. I'm just kinda using a rough reference of my bathroom.

# 13 02-03-2012 , 06:54 PM
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Hi,

production is just a preset, it won't neccesarily give you the reflect bounces you need (it doesn't max them),

gubar

# 14 02-03-2012 , 07:35 PM
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well the sliders are all maxed

# 15 02-03-2012 , 07:40 PM
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Gubar's right, you can always set higher values, but in your case you shouldn't more than a trace depth of 3-4 I would think, so I'm not sure why you're not getting proper reflections.

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