Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 31 22-02-2004 , 09:51 PM
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a closer shot...

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[SIZE=1.5]They say if you keep on trying, its good exercise.....lol[/SIZE]
# 32 22-02-2004 , 09:56 PM
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possible rigging problem

ey guys... i think i may have a big problem regarding rigging my character. i wasn't really able to plan out the whole thing...i just jumped in...and made myself a very dense mesh. i never rigged a acharcter b4. do you think i can rig this one....what are the things i should watch out for....things to keep in mind. i dont have enuf time to experiment.

any ideas will be greatly appreciated.

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[SIZE=1.5]They say if you keep on trying, its good exercise.....lol[/SIZE]
# 33 22-02-2004 , 10:00 PM
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Nice job. user added image One thing I might suggest with the model is to have the little horns on his torso seem to actually protrude from the skin more. Right now it's kinda just intersecting the surface, if you get my meaning.

Yeah, the mesh is a bit dense. Might be too late for this one, but in the future, you might want to rig it before smoothing.

# 34 22-02-2004 , 10:25 PM
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yeah i get what you mean Mike....its kinda difficult coz the topoly of the torso is actually messy. i tried putting details like the nipples..i also tried the seams in his pants....but the result is ugly. my topology is badly built i only paid much attention on topolgy when i was trying to build the head this is biggest lesson i learn about topoly. so i was thinking maybe it can be remedied with the texture... some bump or displacement maybe...

about the rigging...well, i still have the unsmoothened mesh. the smoothed one i render is a smooth proxy. is skinning mentained if i use smooth proxy or do i have to use smooth operation...?

well. i guess i'm about to find out...

thanks mike user added image



vizion
sorry i forgot to reply....yes he's got powers. he can concentrate energy and use it however he wants it. like bolts of electricity...fireball...things like that.. user added image

cybertec
J! hehe salamat bai....patudlo ka maya...way problema na user added image nhan kaayo ko mo-share pra daghan ta. hehe suway2x ra gud ni bai...kadaug pa diay ko sa libro...heheh


[SIZE=1.5]They say if you keep on trying, its good exercise.....lol[/SIZE]
# 35 22-02-2004 , 10:36 PM
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Real nice and clean :beer

# 36 22-02-2004 , 10:46 PM
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thanks dragonsfire user added image


[SIZE=1.5]They say if you keep on trying, its good exercise.....lol[/SIZE]
# 37 23-02-2004 , 12:33 PM
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man thats dense
--
but good luck with it all user added image


Thanks for wasting your time reading this line.
# 38 23-02-2004 , 10:28 PM
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cheers! nice work bai...


Ipso Facto Meenie Moe... MAGICO!!!
# 39 24-02-2004 , 02:49 AM
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mY GOSH!!!
U are crazy.....Are u trying "enter in the Matrix"???
Anyway.....great job!!!!!I wish that I could get at this stage.....
So just a question what kind of machine u using????

# 40 24-02-2004 , 03:23 AM
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It does look very dense, is it smoothed? Have you tried editing the smoothness level with it's input node.

Looks excellent though! Nice job user added image

# 41 24-02-2004 , 05:45 AM
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spekkio
thanks Darth... user added image

Stormgetto
thanks man...your doing pretty impressive work yourself. user added image
my machine is just an old PIII 5500 with 196Mb RAM. its pretty slow but i got nothing else...i don't have enuf dough yet to buy a new one. heheh )

flib
yah that's the smoothened wire. subdivision level 2. i can still go back on the original mesh though..


here's both of them:

https://www.freewebs.com/frayo/yawa_wires.gif


[SIZE=1.5]They say if you keep on trying, its good exercise.....lol[/SIZE]

Last edited by frayo; 01-03-2004 at 09:51 PM.
# 42 24-02-2004 , 05:47 AM
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nice job with the mesh. user added image Very clean.

It looks like you shouldn't have too much trouble with making the horns protruding into the surface of the skin.

# 43 24-02-2004 , 05:54 AM
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ey...! thanks Mike user added image actually there a lot of n-sided polys. i only learned my lesson on quads when i was doing the head. thanks for the compliment user added image


[SIZE=1.5]They say if you keep on trying, its good exercise.....lol[/SIZE]
# 44 24-02-2004 , 11:04 AM
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I thought the mesh looked good too. I don't think n-sided polys can be avoided completely, unless you want to use loads of extra quads.

# 45 24-02-2004 , 07:34 PM
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about the horns

thanks Clod user added image yah i agree. i just discovered that when you apply smooth operation Maya rebuilds the entire mesh as quads...amazing! user added image


Mike i've been trying to find a way to attach the horns...while trying to figure out how to rig him at the same time. i have 1 question:

how come if i use union boolean operation (the body and the horns)...the entire mesh disappears...?

does anybody knows y its like this...?


[SIZE=1.5]They say if you keep on trying, its good exercise.....lol[/SIZE]
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