Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 23-12-2003 , 05:11 AM
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mclaren F1LM 1995

Here's some pictures of my most recent project, wrapping it up to do some wallpapers and other artwork. I really enjoyed making it, even though its a car thats done alot user added image modeled and rendered in Maya 4.5.

mclaren F1LM, 1995

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# 2 23-12-2003 , 05:43 AM
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Pretty! The glass shaders could use some tweaking though. Maybe put it in a nice environment and play with some raytraced reflections and refractions?


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# 3 23-12-2003 , 05:51 AM
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Nice!!!! Im not much of a tech modeler but thats really nice...


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# 4 23-12-2003 , 06:17 AM
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Very nice, but i hate the car. but still excellent model(should have stuck with a mclarenf1, they are better), but it does look nice.


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# 5 23-12-2003 , 07:40 AM
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really good job. like the detail on the brakes..

# 6 27-12-2003 , 11:50 AM
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Excellent work! Nice modelling it looks really good man keep it up!



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# 7 30-12-2003 , 03:42 AM
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looks awesome...!!


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# 8 06-01-2004 , 02:18 AM
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I did a bunch of tweaking to the paint shader and its reflections after I got quite a few comments concerning it. I think I'll make some sponser decals to replicate the FINA and GULF motorsport cars (for a variation on a theme). Anyways, Let me know what you think user added image

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# 9 06-01-2004 , 05:32 AM
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i think "*drools*"

# 10 07-01-2004 , 05:59 AM
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i think its a wee bit too shiny


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# 11 07-01-2004 , 06:07 AM
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it depends on what source imagery you want to go off of user added image In general you're right, but I consider this the showroom paint job. see a variant below

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# 12 07-01-2004 , 08:04 AM
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I think its pretty dead on..
great work.. will ask you for help on cars.. LOL
I meen really great work.

only thing I do see is the pavemnt you have it on isn't that good..it starts to suck when compared to the model... I would put it on a wight flore.. maybe a little shine.. or I would use a dispalcemtn map on the flore.. if there is any bumpyness to it.. using a bump at that angle for that much will just look bad.. just IMO..

# 13 07-01-2004 , 01:30 PM
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Looks cool, I just wanted to ask why the wheels look so diffuse and thus arent reflecting anything. You need to change the material on the wheels so that it picks up the environment (like the rest of the car). That's the only thing that really stands out for me.

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# 14 07-01-2004 , 08:23 PM
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You're right Pony, about the floor needing a bit of work. I like your idea of using a displacement map (its currently using bump). It's probably a better way to go. I'll give it a try!

Pure_morning, I'm not sure why the rims are that way, but that how they are on the original as well. These particular OZ racing rims (from the evolution series) are very rough and don't sharply reflect. All of the highlights are specular-like so, I know it does seem a bit odd, I decided I didn't want to take too much artistic license user added image interestingly factoid though, current OZ rims are very shiny and chrome like, so they've changed the design since '95


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# 15 08-01-2004 , 12:03 PM
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tires need less diffusion. AMAZING MODELING!!! YOU are GOD.

You are worthy of my pavement texture. I got it from a great texture library, and modified it (heavily) for tiling, its pretty highres and will repeat a few times before its obvious.

Send me an email and i will email it to you (it is too large to post here, i tried)

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