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 07-11-2005 , 07:13 PM
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great thanks man i have some more now user added image

# 17 07-11-2005 , 07:15 PM
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oops i was supposed to put up an update 2!
here it is anyways.
4 weeks into maya, wow i love it!

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# 18 07-11-2005 , 08:43 PM
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This is coming along great , a very good model considering you have only been using Maya for 4 weeks.

# 19 07-11-2005 , 08:51 PM
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looking pretty good... get a nice render to show us.


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# 20 07-11-2005 , 09:12 PM
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user added imageuser added image thanks guys guess i have a natural telent...lol heres another render not to good with them mind Would love someone to guide me through one to show it off better user added image

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# 21 07-11-2005 , 09:16 PM
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lol go to highend3d. they have some excellent shader tutorials for glass and plastic.


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# 22 07-11-2005 , 09:18 PM
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kk cheers, and i guess i dont ..lol cant even Spell IT!

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# 23 08-11-2005 , 12:19 AM
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Your model SUCKS :lmao:

Sorry I just had to say that. Seriously, it's really coming along nicely Well done!

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Paul

# 24 08-11-2005 , 03:22 PM
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hahhah user added image

# 25 08-11-2005 , 08:26 PM
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Update*
still lots of detail to add, 2months worth!
heres a update of the basic shape of the lower part of the dyson close up.

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# 26 08-11-2005 , 08:37 PM
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very nice work!! Cant wait to see more progress. You make me want to go out and buy one allready!user added image

# 27 08-11-2005 , 09:31 PM
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apart from the price user added image

great going, and you have plenty of time to add lots of detail 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
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# 28 09-11-2005 , 04:53 PM
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sup guys,
ok need some advice,
see the inside of the vac inside the tranparent plastic it needs like loads of holes kinda like a big filter,
is there anyway to model this? or should i rely on textures?
maybe a boolean?
i dont know.

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# 29 09-11-2005 , 06:37 PM
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i would be tempted to rely on texture and either a bump map or displacement map.
If you try to model 500 holes you are going to get yourself in all sorts of trouble, thats apart from the poly count if you keep to quads.

# 30 09-11-2005 , 09:25 PM
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kk cheers for that,
really wanted to know if i was expected to model it but yea its kinda crazy.

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