Maya 2020 fundamentals - modelling the real world
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# 61 09-11-2003 , 08:55 PM
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UPDATE

Ok. It's just about finished. Doing the landing gear now, then going to add just a few minor details to the bridge section. I dunno. I just want to keep adding and adding. But then I think to myself, "You still have to texture it!" DOH! user added image

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# 62 12-11-2003 , 07:10 AM
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hi im duffy user added image im kinda new to the forums and i came to this thread and the work you've done dave is amazing, i just love it. im also pretty new to maya and was was wondering what exactly did you do to make mental ray/final gather that realistic? i followed some other tutorials and got some pretty nice renders using it, but nothing close to what you are getting. if you could enlighten me and set me on the path to making something 1/100th as great as your work it would be much appreciated. thanks again and really....great stuff user added image

# 63 12-11-2003 , 06:05 PM
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Hi Duffy, welcome to Simply Maya!

There is a good tutorial for Mental Ray here.

https://www.3dluvr.com/intercepto/maya_tuto.htm

It will show you how to get similar renders using MR, but as far as your work being 1/100 as good as mine, well.. that's entirely up to you. user added image Looking forward to seeing some of it here. user added image


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# 64 12-11-2003 , 06:29 PM
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dave I just notice this one. Its really great. I love the style. If your not trying for that some what old stile look your a natrual at it.. I realise its starting to look not so caset player but I kinda liked that my self. Oh and leave the tanks or engines on the side just the way they are if you please. there great !!

only think I will say that I would change on it would be to not have anything on it being shiny, I think that would mess up the masive look your working on there, with the size of it..

# 65 12-11-2003 , 07:02 PM
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Pony: I never said I was going to remove those tanks, but holy crap! I was just thinking about it yesterday! Woooo.. that's weird! Are you psychic or something? user added image

It's not going to be shiny like that. Mostly dull and dirty. This is the final modeling stage and what's on there now is a plain Blinn. More to come. Stay tuned. user added image


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# 66 13-11-2003 , 07:14 PM
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Dave,
I'm new here and I've been watching this with much interest.

I don't think anyone has asked for a wire of this yet. I'd be interested in seeing some wire images of some of the detail areas.
Whenever I go in to try to add detail like piping and vents, etc. I always use way too many polys. What was your approach on these areas?

# 67 13-11-2003 , 07:23 PM
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Hmmm. I thought I did have a wire posted. I'll get one up soon.

As for pipes, if they're just going to be straight then I used cylinders, usualy at around 20 segments. If they're going to curve somewhere, the I'll quarter a torus and extrude the edges. I keep it at the default 20 subdivisions. Seems to work just fine.


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# 68 14-11-2003 , 06:10 AM
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I looked back through and I didn't see the wire you posted because it shows as a missing image on third page. Not sure if that's on my machine or server.

Another question. You said earlier this was just a basic Blinn. I see the "plastic in the sun" used commonly and it looks great for showing these details accurately and looks VERY real. But what else is going on with the Blinn? not default Maya Blinn is it? I understand Lighting plays a big part in this look. could you elaborate or reference a post that does?

By the way, I love this model. and the little dudes milling about.

# 69 14-11-2003 , 10:33 AM
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Can I ask why you modeled what appears to be the windows on the front of the model? My inclination would have been to use a bump-map... but maybe that's my nOObness.


That'll do donkey... that'll do...
# 70 14-11-2003 , 05:41 PM
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Great job Dave user added image

I really love the detail on the cannons and just about everything along with them. I also like the addition of those large canisters at the back of the freighter, nice job with them user added image

I'll have to try the pipe suggestion with the cylinder torus combination user added image

# 71 14-11-2003 , 06:36 PM
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CarbonFreeze: Here's the wireframe from the side.

Huxley: Because the more detail you model, the better it will look in the final renders. A bump map won't give you details, it gives the illusion of displacement, and doesn't always do a good job at it.

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# 72 14-11-2003 , 06:38 PM
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Carbonfreeze: Here's the blinn in all its glory. user added image

See, just a straight blinn with a bit of color added. Nothing speacial.

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# 73 14-11-2003 , 09:21 PM
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Okay, Dave. Thanks. You've inspired me to do some modelling again. The design is very utilitarian which is my favorite sci-fi look.

I thought this freighter could use some small fighter escorts, If you don't mind, I might have a go at it for fun. I'll let you know before I post any results, as I'm trying to fit the same feel as your freighter... If you wouldn't mind, that is.

# 74 14-11-2003 , 10:26 PM
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Go for it. I'm glad to finally be an inspiration to someone. user added image

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# 75 16-11-2003 , 06:10 PM
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any texturing yet?

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