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.
# 136 18-10-2005 , 08:12 AM
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Cheers dae user added image
Separate it is as I'm looking at getting the models into a game engine (if possible) after the challenge just to see them working.


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
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Mar/Apr Challenge 2006 Entry and W.I.P
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# 137 18-10-2005 , 08:44 AM
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Yes the one you have been working on has been the color map. Specular maps differ a little bit, but to that much. You basicly want your raised features to catch your light. The only problem with your model is that you really have no detail in your model, It's all smooth. So a specular map on what you have right now will look kinda wierd unless you normal map your model. And for that your going to have to model raised features on your model making it high res. Make a copy of your model, model your detail. Then simply move your high rez model under your low rez ( do not combine them together ) and normal map it, and wha-la. You have raised features without increasing poly count on your low rez model and then your specular map will look work like it supposed to.

I did a little photshop on your metal texture to give you an idea how how your specular map works. Please do your own specular map. This one is just an example.

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Last edited by THX1138; 18-10-2005 at 08:46 AM.
# 138 18-10-2005 , 09:35 AM
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ah I think I understand you now THX1138 - thanks for the extra information user added image

So it kind of gives me the impression that if you're modelling for games which use specular and normal maps (more recent games if I'm right?) then it's better to make a decent highish poly model to grab all the specular and normal information and then create a low poly model from that to apply that information to?
Has this method been a major shift in developing games characters for the latest games then?

Theoretically I could finish the current model as is and use it in a pre-normals game engine or add detail to a high poly version and go down the normals and specular approach?
13 days suddenly sounds a very short time to finish it in :headbang:


Examples of bTraffic - a traffic animation tool for Maya
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
www.flash-fx.net
# 139 18-10-2005 , 11:37 AM
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Your starting to get the idea. The job of normal mapping is to transfer the information from the high rez object onto the low rez object. Here is a "how to" of the process, but first you need load the plugin from your settings and prefferences. Look for a plugin called transfer surface info and check it. By the way Normal Mapping is a feature available only in Maya 6 or above.

First pic is of a high rez object and low rez object.

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Last edited by THX1138; 18-10-2005 at 12:20 PM.
# 140 18-10-2005 , 11:43 AM
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Second, scale your low rez model around your high rez model. Select your high rez model first and then shift select the low rez.

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Last edited by THX1138; 18-10-2005 at 12:07 PM.
# 141 18-10-2005 , 11:53 AM
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third, go to the lighting and shading menu and select transfer surface info and click on it's options

select the size you want, where you want it to go, what kind of file you want it as and at the bottom in the select shading network select "attach color channel preview nwtwork"

All you have to do now is bake and close.

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# 142 18-10-2005 , 11:56 AM
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This is what the result will look like.

# 143 18-10-2005 , 11:58 AM
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forgot to attach pic.

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# 144 18-10-2005 , 12:00 PM
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You can see all the surface info has been transfered to the low rez object.

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# 145 18-10-2005 , 12:06 PM
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As far as how recently this has been applied to games, I don't know. I'm not a gamer, sorry.

Theoretically I could finish the current model as is and use it in a pre-normals game engine or add detail to a high poly version and go down the normals and specular approach?

Either way you want it, it's your choice. I personally don't normal map, I preffer high rez modeling.

# 146 18-10-2005 , 01:15 PM
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cheers THX1138, if I get a chance I'll look into this (and if it is applied to current gaming models too) user added image


Examples of bTraffic - a traffic animation tool for Maya
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
www.flash-fx.net
# 147 19-10-2005 , 07:17 PM
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Got stuck on a train for an extra hour this morning so decided to model the baddie character. Its not really for this challenge but I didnt have any normals/specular tutorials on my laptop and I couldn't fine-tune any of the textures.

It's based on the samurai body but with a lot of changes. The head is new and the neck needs more detail. About 1300 tris.

Oh and design credit goes to Dae user added image

https://www.flash-fx.net/images/3D/sa...ai_model1a.gif


Examples of bTraffic - a traffic animation tool for Maya
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
www.flash-fx.net
# 148 19-10-2005 , 08:53 PM
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you rock:attn: :attn: :attn: :bow: :bow: :bow: :bow: :eeek2:


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# 149 20-10-2005 , 02:04 AM
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okay T1ck


are you just a master at modeling ? to just make that while waiting is so shocking ..love your work. cant wait to see finish on the lizard

# 150 20-10-2005 , 06:25 AM
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Yes, he is a master a modeling.user added image

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