SimplyMaya Forums

Welcome to the forum, feel free to ask questions here.

Home / forum / Your Work / Work In Progress / sm sand speeder project
Register FAQ Members List Calendar Mark Forums Read

New Thread
 
Thread Tools
Old 14-12-2008, 04:41 PM   #16
Jay
Lead Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,276
Thanks: 41
Thanked 428 Times in 384 Posts
Default

Erm what are those tris doing in there? *cough* splutter* breaths heavily!!! quick get me the poly doctor!

Jay:bandit:
Jay is offline   Reply With Quote
Old 14-12-2008, 05:37 PM   #17
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

Odd the last post would not let me change the image so I had to create another reply...
Attached Thumbnails
Click image for larger version

Name:	fuse5.jpg
Views:	123
Size:	20.0 KB
ID:	40983  
ctbram is offline   Reply With Quote
Old 14-12-2008, 05:43 PM   #18
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

The tri's are there because maya has no useful tools to crease corners properly. Maya is OLD!

In modern poly modeling apps like modo you simply and painlessly select an edge and select the crease tool that actually works!

In maya you have two options add edges ALL the way around your model and end up with creases all around the model that you then have to spend hours trying to smooth out

or

do what I did which is to localize the geometry around the corners and live with triangles. It's a bugger to remove the triangles without adding lumps and divots.

Triangles are fine in hard surface models that are not going to deform.

So I don't see the point in spending 20 hours fiddling around trying to smooth out the geometry after making everything quads.
ctbram is offline   Reply With Quote
Old 14-12-2008, 05:50 PM   #19
Jay
Lead Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,276
Thanks: 41
Thanked 428 Times in 384 Posts
Default

Keep it cool dude, I was just shocked to see them. I didnt fiddle with those areas much, hence the reason why the canopy was separated from the body, it was done to cover those areas.

Edge creasing can actually be done with a subd in Maya, its been there for years, so maya isnt so old, its just people dont know about it.

Modo may be 'modern' but its not a regular in the studios right now, only in a few places, Im sure it will get there though. It does look bloody good


carry on, the model looks cool, though try and square up the cockpit a tad

Jay
Jay is offline   Reply With Quote
Old 14-12-2008, 06:03 PM   #20
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

No prob Jay. I did not mean that to sound like I was mad at you. I honestly deplore using triangles but I feel Maya sometimes gives me no suitable alternative.

I know how to use subd creasing but subd creasing in Maya is awful. Every time you switch from subd back to poly you lose all your creasing.

I also do not like the poly crease tool.

The canopy is separated but I did not like the rounded corners after smoothing.

I could have left the model unsmoothed but I really don't like unsmoothed poly models tey alway render with odd siloettes and artifacts for me.

Here is the unsmothed wire frame again. The red marks are edges I would have to wrap all through the model just to tighten those corners.

Trying to smooth out the resulting creases in the model would be a living nightmare.
Attached Thumbnails
Click image for larger version

Name:	fuse1_marked.jpg
Views:	122
Size:	34.9 KB
ID:	40984  

Last edited by ctbram : 16-12-2008 at 02:38 AM.
ctbram is offline   Reply With Quote
Old 14-12-2008, 06:06 PM   #21
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

Quote:
Originally posted by Jay


carry on, the model looks cool, though try and square up the cockpit a tad

Jay
Do you mean the inner canopy frame corners?
ctbram is offline   Reply With Quote
Old 14-12-2008, 06:15 PM   #22
Jay
Lead Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,276
Thanks: 41
Thanked 428 Times in 384 Posts
Default

Np mate dont worry

I found that anyway with the corners, but if you keep the geo to a reasonable rez you should be a ble to square those up manually. If you have the scene files of what I did have a look at those

yeah the canopy edges thats right

Jay
Jay is offline   Reply With Quote
Old 15-12-2008, 10:42 PM   #23
Chirone
Subscriber
 
Chirone's Avatar
 
Join Date: Dec 2007
Location: NZ
Posts: 3,125
Thanks: 11
Thanked 147 Times in 143 Posts
Default

oh good i'm not the only one who has such problems with such triangles!

looks cool so far
__________________


that's a "Ch" pronounced as a "K"

Computer skills I should have:
Objective C, C#, Java, MEL. Python, C++, XML, JavaScript, XSLT, HTML, SQL, CSS, FXScript, Clips, SOAR, ActionScript, OpenGL, DirectX
Maya, XSI, Photoshop, AfterEffects, Motion, Illustrator, Flash, Swift3D
Chirone is offline   Reply With Quote
Old 16-12-2008, 02:37 AM   #24
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

Well my obsessive compulsive side has kicked in and I am going to redo the fuselage.

If I was to use nurbs and byrails I could make a pretty close to perfect surface but I am keen to learn this box modeling method.

If you have a chance to see the "behind the seens 3 - hard surface modeling" from gnomon that guy does amazing things with lots of corners and uses a very similar approach to Jay. I just wish he would spend more time going over methods for these trouble areas.

Surfacing is also a chore for me. I cannot for the life of me figure how to use the sculpt polygon tool without simple destroying my mesh. I have tried playing with average vertices with no success.

Ultimately I end up creating cv curves connected along poly vertices and then loft or byrial through them and then convert the surfaces from nurbs back to polys.

Last edited by ctbram : 16-12-2008 at 02:16 PM.
ctbram is offline   Reply With Quote
Old 16-12-2008, 02:44 AM   #25
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

oops!

Last edited by ctbram : 16-12-2008 at 05:47 AM.
ctbram is offline   Reply With Quote
Old 16-12-2008, 05:50 AM   #26
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

- worked on the nose
- tightened up some of the canopy corners. plan on leaving the rear frame area rounded


Still getting a bit of pinching in the corners.

Lots of bumps and divots. Trying to smooth polygon surfaces is tedious in Maya.
Attached Thumbnails
Click image for larger version

Name:	fuse3.jpg
Views:	116
Size:	23.3 KB
ID:	40985  
ctbram is offline   Reply With Quote
Old 16-12-2008, 07:51 AM   #27
Jay
Lead Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,276
Thanks: 41
Thanked 428 Times in 384 Posts
Default

I'll dig into those problem areas next time. I think I over look those things because Im so used to dealing with these issues and have a way to work it out from the offset. But then its good to give you guys something to figure out too, I cant hold your hand all the time LOL, just kidding.

Modelling is one big Jigsaw, I even got caught out on the new Chef Ramsay tute while recording the modelling of the hand, but you know the pressure was on so I had to figure it all out on the fly, I couldnt stop as it was near the finish, talk about sweat!!

It happens to us all

Jay
Jay is offline   Reply With Quote
Old 16-12-2008, 07:52 AM   #28
Jay
Lead Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,276
Thanks: 41
Thanked 428 Times in 384 Posts
Default

Post up a wire again of this I'd like to see the problem areas you have now as its not visible on the smoothed version, then I can make some suggestions....

now theres a service you wouldnt get from Gnomon...'buy the dvd and and we'll help if you run into trouble' I dont think so!! LOL

Jay
Jay is offline   Reply With Quote
Old 16-12-2008, 11:58 AM   #29
steven07
Registered User
 
Join Date: Nov 2008
Posts: 68
Thanks: 0
Thanked 0 Times in 0 Posts
Default

It's looking really good
__________________
http://www.stevenpalomino.com
steven07 is offline   Reply With Quote
Old 16-12-2008, 02:13 PM   #30
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

Here are the wires Jay. I still have the tri's in the corners but I promise I am going to rework the geometry for the fuselage and try to clean some of them up.
Attached Thumbnails
Click image for larger version

Name:	fuse7.jpg
Views:	87
Size:	35.6 KB
ID:	40986  
ctbram is offline   Reply With Quote
New Thread

« Previous Thread | Next Thread »

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Similar Threads
Thread Thread Starter Forum Replies Last Post
Breakfast - Original SM Gallery Image by Philip Miss_Nova Simply Maya Gallery 4 19-04-2011 06:37 PM
Mec Celeste - Original SM Gallery Image by Diego Ruiz Diaz Miss_Nova Simply Maya Gallery 2 22-12-2010 04:58 AM
Rhinoman - Original SM Gallery Image by Septopus David Simply Maya Gallery 0 09-12-2010 01:42 PM
Physical Fitness Center Lounge - Original SM Gallery Image by Philip Miss_Nova Simply Maya Gallery 0 05-12-2010 11:32 AM
Guards - Original SM Gallery Image by Escelce Miss_Nova Simply Maya Gallery 0 05-12-2010 11:01 AM

1 Month

$34

Month-to-month billing
$34/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
 
 

3 months

$87

Billing every 3 months
$29/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $5 per month or $15 in total compared to monthly billing with this package.

12 months

$288

Billing every 12 months
$24/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $10 per month or $120 in total compared to monthly billing with this package.

Your plan will automatically renew. You can cancel at any time via your PayPal account to avoid being charged again.

You can view the FAQ on our video plans here. You can contact us directly here. By clicking one of the buttons above, you agree to our Terms and Privacy Policy.