Introduction to Maya - Modeling Fundamentals Vol 2
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.
# 16 11-11-2005 , 08:20 PM
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MattTheMan,

thx user added image
but your models are alot better. i have only been modeling in about 4 months and stil dont know how to create shadows user added image

here is the an update

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Last edited by Angalid; 11-11-2005 at 08:23 PM.
# 17 12-11-2005 , 07:29 PM
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looking nice if a bit flat(not sure y) but that will probably come out with time
ur modeling skill r very good considering u have been doing this for 4 months
good luck wih the rest of the model


Now at SMU doing BSc 3D Computer Animation so its hard to get on here
My wire render tut https://forum.simplymaya.com/showthre...threadid=20973
# 18 13-11-2005 , 06:27 PM
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hmm.. now there is some shadows but i rendered this in with maya software. i alse tried to model the handle but its no good.
maybe it will look better with texture user added image

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# 19 13-11-2005 , 06:36 PM
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heres another view user added image

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# 20 14-11-2005 , 12:37 PM
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nice addition of detail user added image

hope you get the covering looking realistic


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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# 21 15-11-2005 , 12:04 PM
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okey, now i think its time to uvmap the the "box". this will be my first time uvmaping and now i have no clue at all how to begin.
but im going to download tutorials and see how to do it.


i think its going to be hard to get the tweed linjes straight in the corners and around the "panel" were there is extra round edges.

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# 22 15-11-2005 , 01:43 PM
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now i have started with the uv but I have problems in the corner. can anyone give me a hint? user added image
remember that there are lines in the textere so i want it straight

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# 23 15-11-2005 , 02:35 PM
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You may have to have a break in the UV shells.

# 24 15-11-2005 , 02:49 PM
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im sorry, i dont understand what u mean user added image

# 25 15-11-2005 , 04:07 PM
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you will either have to deal with a little bit of imperfections in the UVs, or not have the UV layout of the model be one big UV shell and instead be broken up into seperate sections.

# 26 15-11-2005 , 07:03 PM
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good luck with the UV'ing, its a little boggling at first but just keep playing. You might want to try a planar map from the perspective view as in the screenshot. It'll mean moving the resulting bits about in the UV editor and sewing the edges (and it might not be the best way) but its practice 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
# 27 15-11-2005 , 07:20 PM
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thanks Mike! I think its going to be nice with a bit of work.


t1ck135, yes, i notice that its hard user added image but i do have about 40 days before deadline user added image

# 28 16-11-2005 , 01:39 PM
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this is the result from the uvmap.
i think its good. the lines are not straight but its pretty close. :attn:

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# 29 16-11-2005 , 03:26 PM
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looks fine to me just dont show this side user added image

# 30 16-11-2005 , 08:05 PM
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this is what i made today.
its very hard to make it look good. but i have alot of time

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