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.
# 1 11-02-2004 , 04:59 PM
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Jan/Feb gamingproverbs Noob

Sorry I am entering so late everyone, I'll will definitely try to get this finished so the prizes can be given away, hopefully one to me user added image . Anyways I think I am going to do a game model, I am not sure where I want the character to go so I don't want to put up a sketch and end up doing something else, Anyways Head 1030 Triangulated.

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# 2 11-02-2004 , 07:03 PM
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Body #1

Here is one of the body's I am thinking of applying, I want the character to be in a windbreaker, I am thinking I will use textures for the suit, because wrinkles would use too much. Comments or advice welcome

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# 3 11-02-2004 , 07:12 PM
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Looks like a good start. user added image

# 4 17-02-2004 , 10:22 PM
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Update

4668 Tris, the reason he is so much is because I have place legs up to mid thigh just incase I animate or decide to change outfits. I believe I only have a little bit more to go, but C&C is welcome.

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# 5 18-02-2004 , 12:43 AM
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thats a good start! How about a wire ? Looks nice for that number.

# 6 19-02-2004 , 05:07 PM
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Wire

I was having problems posting yesterday, sorry it took so long to respond Pony. Here is the Wire from the front.

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# 7 19-02-2004 , 06:16 PM
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Geometry seems a bit high if you're going for a game model.

# 8 20-02-2004 , 01:18 AM
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Thanks alot Mike for the comment. I have never modelled for a game but it is something I am trying to get into. Knowing that you saw there could be less made me push myself to lower the Poly count. I dropped it by like 1200! user added image Here are character updates and the new wire.

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# 9 20-02-2004 , 01:20 AM
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Wire

Here is the new wire. Poly count is 3362user added image

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# 10 20-02-2004 , 03:28 AM
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Getting better, but I think you can lower it more, especially in the arms, upper torso, legs and possibly face. The abdomen looks about right when it comes to polys. Keep in mind, this is based on what your model looks like now. You can achieve the look of what you have with less polys. As you add more details, obviously the poly requirement will grow, but from my experience, it's always easier to add detail than to try to take away, especially when you have a strict limit in the industry.

# 11 20-02-2004 , 03:44 PM
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Thanks, and keep up the good work.

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