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.
# 16 13-09-2010 , 05:33 PM
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hey man, i just animated an example and playblasted it, but can't figure out how to convert an image sequence to a .mov in linux.
i'll do it at home later.

looks good so far.

# 17 13-09-2010 , 05:52 PM
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Ah, nice one! Hope you get it converted.

# 18 14-09-2010 , 11:24 AM
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Im within sight of the end of the modelling I think. But there's one part which I've not been sure of since the start, and that is the camera lens, and flash light on the back of the phone. Would it be better to try and get right in there and model these parts... the bulbs, the perspex, the lens, and lens casing, or would a found texture be enough for this?

Below is a post of the back of my phone. Below that, is a picture of the phone Im modelling, where you can see the parts I mean, the lens and flash etc.

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# 19 14-09-2010 , 11:27 AM
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Example....

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# 20 14-09-2010 , 04:22 PM
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I'd model the camera lens as it looks indented quite a ways, so a texture based wouldn't look as good especially if it's rotating.

# 21 14-09-2010 , 04:57 PM
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Yeah, looking back, it was a bit of a stupid question I guess. Have modelled the lens and casing now, just some buttons and the flash to go.

# 22 15-09-2010 , 06:17 PM
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pleased with how this is coming along. I was really worried Id have loads of issues with artifacting off of dodgy topology. But thankfully I don't think it's an issue. Unless any one thinks otherwise? Still a couple of buttons to make and some textures to put on.

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# 23 15-09-2010 , 08:29 PM
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That looks good ben could you show a wire shot.......thanks dave




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# 24 15-09-2010 , 08:46 PM
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Yeah, cheers dave. Been meaning to ask this for a while...theres a way of rendering a wirefame shot isnt there, rather than just taking a screen grab?

# 25 15-09-2010 , 09:38 PM
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wire.......couldnt the vector render to do it properly, it triangulated the mesh. Viewport it is.

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# 26 15-09-2010 , 09:45 PM
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Hi Ben
Is there a tutorial that you learned to do this sort of modelling, I have not realy done any thing like this.............dave




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# 27 15-09-2010 , 09:57 PM
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Not really. The way I have modelled this is pretty similar to how I do most non-organic stuff, just it's more involved, like, I've had to have more patience. I'd say if there's one tutorial more than any other that taught me how to model hard stuff, it's the apache one off this site. I always think of that tutorial as the one that really taught me to understand edge looping, and edge flow, to get smooth edges. For this phone though, there's nothing really too tricky I would say. It took me a few attempts to start with, but once Id reminded myself how to use the bevel tool (and that it existed, generally) I was away. Thats how I did the wide smooth corners on the main thumb pad bit in the middle, and at the four corners of the phone as a whole. The rest was just common sense stuff.

# 28 15-09-2010 , 11:11 PM
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use toon shader or contour shader for wire frame. if you google toon shader wire frame script or something there are probably a tonne of them.

# 29 15-09-2010 , 11:52 PM
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Cheers Hammer.

I have a problem Ive not come across before, to do with planar mapping. I thought itd make it easier to just planar map my textures onto this, as Im not really using many, just some numbers and logoss here and there. I have like the 'sony' bit on the front, and the 'cyber-shot', below it. But when I spin the phone around, I see the textures being projected onto the back to. Is their a fix for this, or a way to stop it happening?

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# 30 16-09-2010 , 12:33 AM
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Make sure you apply your material to only one side before doing the planar map.

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