Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 20-01-2005 , 12:26 AM
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Dec/Jan - NOOB - mayakid14

well i know it is a little late to enter the competition but i am going to try anyway. My idea is to create a lord of the rings kind of dude....SORT OF LIKE THE ELF LEGOLAS.
i thought i would make my character a little unique so i gave him some blind folds......i guess you could call him a blind guy because he can't see. but even though he's blind i thought maybe he could have enough skill with the bow and arrow to be able to fight without eyes.........so this is my character's mesh so far.
i drew a picture on paper but i don't have a scanner to get it on file..SO I CAN'T SHOW IT TO ANYBODY my drawing UNLESS I GET IT SCANNED.

# 2 20-01-2005 , 12:29 AM
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oops forgot the picture!

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# 3 20-01-2005 , 12:31 AM
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here's a render of him.

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# 4 20-01-2005 , 02:52 AM
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here are some accessories that i added.

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# 5 20-01-2005 , 02:54 AM
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so far i got 3071 tris........does anyone think i got too much so far.......i still got to make some clothes....i was thinking something like a hoody.

# 6 20-01-2005 , 05:50 AM
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try softening some of those edges. user added image Good start!

# 7 20-01-2005 , 05:07 PM
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I know what you mean. He does look a little too hard for a human being. BUT how do you soften edges...........is there and option for this or do you just create more edges on your mesh and let your eyes blend them into a smooth mesh.

# 8 20-01-2005 , 05:18 PM
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Edit Polygons > Normals > Soften/Harden Edges.

# 9 20-01-2005 , 06:22 PM
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thanks mike. i didn't get a chance to look at that.....those pictures i got posted here are just a days work....
now i am getting ready for day #2.

# 10 20-01-2005 , 06:32 PM
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cool i like it better already.
again thanks MIKE you taught me something new!user added image user added image user added image user added image

IS THIS BETTER?

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# 11 20-01-2005 , 06:39 PM
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are we allowed to use cloth in the tournament?

# 12 22-01-2005 , 01:10 AM
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now i am pretty much done modeling my character, now i have to UV him.
MIKE, you stated in the tournament rules that all of the textures for our character should fit altogether on one 2048x2048.
There is one texture that i created that i would like to use on more than one surface.....
EXAMPLE: >>>one 100X100 texture is used for two surfaces.
BY using one texture on "2" surfaces does this double the texture useage for that texture?<<<<<<<

# 13 22-01-2005 , 09:24 AM
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You're encouraged to reuse textures. One 100x100 on two or infinite number of surfaces still counts as one 100x100 texture.
You have to strike a balance between reusing and repeating a texture too much. There's a composition term in 2D called breaking up the surface to kill the boredom of repetition and in too static/obvious geometric shapes. Applies to 3D too I think.

Reusing textures is economical and the smart thing to do in a game engine context. Textures eats up the video memory fast, especially on a 4mb Playstation 2 hehe.
In PC games you can afford more textures simultaneously, but one always have limits in total texture size. See the link below for some good explanations on how the given texture space can be used for this challenge.


Cloth (from Maya) cannot be used. You have to paint it as a texture.

Most questions have been asked before and can be read here:

https://forum.simplymaya.com/showthre...threadid=14538


Currently working on reclaiming Space
The Salvation Prophecy

Last edited by AlphaFlyte; 22-01-2005 at 09:33 AM.
# 14 22-01-2005 , 01:27 PM
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also, texture resolutions have to be a power of 2, as described in the rules.

And as mentioned, when I say textures must fit 2048 in total size, that could mean having 4 1024x1024s, or 16 512s, etc.

# 15 22-01-2005 , 07:11 PM
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MIKE, what do you mean by textures have to be on a resolution of 2 ?........IS this just another measurement of pixels....................................



so if we are not aloud to use cloth does that mean it has to be a flat surface with wrinkle textures on it instead.

i know that cloth uses a cache to calculate its simulation but is this the reason why we can't use cloth?

here is a picture of the cloth i created.......i wasn't planning to use a cache for it, instead i thought i might use deformers to create a simulation.
just tell me if this could be acceptable.
hopefully this picture will load so u could see it.

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