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.
# 1 24-07-2004 , 05:56 AM
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Halflife 2 character

ok heres a wip of a character that I plan to import into the Halflife 2 engine when it comes out. Im sort of unwrapping and texturing at the same time as I was to impatient to wait to texture untill the character had been fully unwrapped.
Feedback is greatly appreciated.

cheers

Benuser added image

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# 2 24-07-2004 , 05:57 AM
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textured

here is a version with the trial textures applied.

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# 3 24-07-2004 , 06:55 AM
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Whats the poly count m8? Looks nice but I think the DPM texture needs a bit of tweaking. If you compare the center of the chest with the arms or legs there is a change in texture size.

BTW do you have any details on what the HL2 engine can handle regarding model poly counts?


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# 4 24-07-2004 , 06:58 AM
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oef...yes...the poly seems to look a bit high... agree with lonepig...tex is nice but needs some tweakin'' keep it going user added image


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# 5 25-07-2004 , 09:58 AM
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Yeah it does look a bit high, the character i', texturing at the moment is only 1900 Triangles.

# 6 25-07-2004 , 11:07 AM
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Ok cheers for the crits fellas, The face count in Maya is 3576 so as the tri goes its double that. Yes it is a lot for a single character but im going for detail, this character has 2 purposes, im using him for my showreel and am going for the import as well. The new UT engine supports up to twice the ammount that I have here for some characters, and as for the Source engine I prety sure it will handle it no worries. Hardware is forever increasing in its capabilities and im hoping to make a few more characters with the similar poly count.
cheers
Ben
P.S Im hoping to have the textures finished soon.


Last edited by foo1971; 25-07-2004 at 11:32 AM.
# 7 25-07-2004 , 11:29 AM
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Great stuuf m8, I would get out the soft/hard edge tool and tweak some of those edges abit. Around the mask eye pieces etc, the look a little to soft I think.

Looking forward to a update, any change of a wire as well?


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# 8 25-07-2004 , 09:53 PM
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Looking great foo1971. Maybe don't put the camo on the gloves. Make it leather or something. Just a thought though.


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# 9 25-07-2004 , 09:55 PM
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It lacks a lot of details for that polycount in my opinion.

# 10 26-07-2004 , 03:17 AM
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Yes you are corect the count is to high with respect for the detail. Ive had to keep Quads all round as im going to be applying meshsmooth for a rendered sequence. This character isnt what id actually model if iM going to be making a in game character as such. But Iam going to import him in to the engine just the same.
Quite possibly this character will be used in a Mod for Halflife 2 and if thats the case he will be reworked.
cheers
Ben
P.S thetextures atm ara all a mess just trial just to give me an idea of what he will look like with camo, im still in the process of unwrapping atm, and will be finished soon.Then i will do a proper texture job. well I hope to at least.


Last edited by foo1971; 26-07-2004 at 03:21 AM.
# 11 26-07-2004 , 08:31 AM
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looking forward for updates than....user added image


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# 12 27-07-2004 , 06:09 AM
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ok, heres the finished unwrap.
textures to come soon.
cheers
ben

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