This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
Keeping in style with the armor modeling madness here at SM. Found this as a modeling qualification test at Digital Illusions website. Put in ~3h into it now. Maximum 3k polys, at ~1500 now. Will add all major shape-defining details as polys and the rest will be textures.
Update. This one is close to target polycount. As you can see most polys are in the tires, I'm not sure if those are final. Some cleaning up to do and perhaps some optimizing.
UV-unwrapped it. Arranged and scaled all the pieces into one map. Did some slight optimization, 2955 tri's (I had forgotten to triangulate some parts for the image). Started painting the texture.
Thanks guys.
Pure: For the UVs, I found dannys UV-tools very helpful, but it took ~6h anyway. It isn't actually going in a game (that I know of) it's just practice, maybe to put in the portfolio if I manage to complete it.
Done a few h of texturing. Got some pointers from mike, but I will do this all freehand for practice reasons. These are sshots from the viewports, no renders, the real texture is 1024^2 but the one that shows in viewports are something like 512^2.
Edit: sorry if its a bit big, but atleast I comped two views.
<<<oversized image removed>>> EDIT: Yup. Too big. And comping two views doesn't give you extra credit.
"When you are born, you have a resposiblilty to program you're own mind, if you do not accept this responsiblilty, then the world will do it for you"
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