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.
# 16 08-01-2006 , 06:57 PM
metallicjet66's Avatar
Subscriber
Join Date: Sep 2004
Location: Florida, U.S.A
Posts: 517
nice camera angle, im gonna keep an eye on this one, to see how u do the bump mapping user added image


Aim:Nshad BB Court
msn:nothinbutchains@hotmail.com
# 17 08-01-2006 , 06:59 PM
MattTheMan's Avatar
Registered User
Join Date: Apr 2005
Location: Fairfield, CT
Posts: 2,436
Thats tight! Awesome!no crits


Live the life you love, love the life you live
# 18 08-01-2006 , 07:59 PM
blomkaal's Avatar
Subscriber
Join Date: May 2004
Location: Denmark
Posts: 816
Hey Vlad,

That's some nice modelling, and damn fast too! As for the pose I'd make the head more horizontal. It'd make it look more like a predator out hunting imo user added image


Liter is French for 'Gimme some ****ing cola before I break vous ****ing lips!"
# 19 08-01-2006 , 09:33 PM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
Looking good Vlad...

Question: how do you tear that shelf into a separate window?

# 20 08-01-2006 , 10:18 PM
MattTheMan's Avatar
Registered User
Join Date: Apr 2005
Location: Fairfield, CT
Posts: 2,436
Oh, one crit though, what you intended to make the folds of skin looks more like fat to me, but I might be wrong. Maybe make it look more like skin folds then chunks of fat.

user added image


Live the life you love, love the life you live
# 21 08-01-2006 , 10:40 PM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
yea. ill make more fat folds once i take it to ZB.

and ill tweak the camera view and the pose a bit more.

the windowed shelf is via a script.
thanx for the crits. very much appreciated.

# 22 08-01-2006 , 11:05 PM
MattTheMan's Avatar
Registered User
Join Date: Apr 2005
Location: Fairfield, CT
Posts: 2,436
one thing- where can I find this script????


Live the life you love, love the life you live
# 23 08-01-2006 , 11:15 PM
Pyrus's Avatar
Subscriber
Join Date: Mar 2005
Location: Fries Fries Fries
Posts: 101
Excellent Vlad user added image
Very nice muscled/deformed start.

I should spend more time within the challenge forum, you all do pretty good. Nice to look at. Keep it up user added image

The script is home maid I think Matt.
I would also spend some time building own boxes with tabs or ... sharing ? :p


Last edited by Pyrus; 08-01-2006 at 11:17 PM.
# 24 08-01-2006 , 11:28 PM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871

Originally posted by MattTheMan
one thing- where can I find this script????

here u go matt.

just place in your script path. and put the command to a hot key.

if u run it twice it tends to crash maya once in a while. so i just use it cuz i like to have a clen workspace.

cheers

Attached Files
File Type: mel tearoffshelf.mel (2.3 KB, 131 views)
# 25 08-01-2006 , 11:49 PM
MattTheMan's Avatar
Registered User
Join Date: Apr 2005
Location: Fairfield, CT
Posts: 2,436
thanks vlad user added image


Live the life you love, love the life you live
# 26 08-01-2006 , 11:58 PM
Pyrus's Avatar
Subscriber
Join Date: Mar 2005
Location: Fries Fries Fries
Posts: 101
Yups thanks a lot.

Pretty usefull user added image

# 27 09-01-2006 , 12:37 AM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
# 28 09-01-2006 , 12:45 AM
MattTheMan's Avatar
Registered User
Join Date: Apr 2005
Location: Fairfield, CT
Posts: 2,436
now, did you pelt map that one? Or what did you do? I'm curious.
cuz its a very niceley done UV job.


Live the life you love, love the life you live
# 29 09-01-2006 , 02:12 AM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
hi matt.
i did not use pelt mapping. i used a quick alternative to that.

first i duplicate the mesh, then average the vertices [which is iessentially what pelt mapping does] which just smooths the mesh along normals [sort of] then i uv the smoothed mesh which become 50 times easier to UV since it gets rid of any over lapping verts.
then i transfer the UVs to the original mesh

here is a pick of the workflow.
very easy.

https://i32.photobucket.com/albums/d4...uvWorkflow.jpg

# 30 09-01-2006 , 04:47 PM
blomkaal's Avatar
Subscriber
Join Date: May 2004
Location: Denmark
Posts: 816
Thanks for sharing dude, that definetly sounds like a great way to do it user added image


Liter is French for 'Gimme some ****ing cola before I break vous ****ing lips!"
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is Off | HTML code is Off

Similar Threads