Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 16 31-05-2004 , 09:47 PM
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Hey Stedo

You dont need SDs for this bit, you are doing real good!!!


Jango

# 17 01-06-2004 , 12:26 AM
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added detail to the back and tweaked quite a bit here and there...

- S

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# 18 01-06-2004 , 01:03 AM
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Looking realy good mate!!

# 19 01-06-2004 , 08:32 PM
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Thanks DrRobotnik user added image
It's fun when you get some workflow and things start to take shape a bit faster than they did a couple of weeks back.

Started on the hand(s)

- S

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Stefan Doverud
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# 20 01-06-2004 , 09:28 PM
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Nice hand mate, did you wathced that tutorial that is here on somplymaya??


Best resolt would come, if every one in the group are doing what is best for himself and the group!!

Sorry for bad English, See ya
dead mosquito-blog-on english too
# 21 01-06-2004 , 10:34 PM
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# 22 02-06-2004 , 01:52 AM
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Finished the hand and attached it to the arm.

- S

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Stefan Doverud
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# 23 02-06-2004 , 02:27 AM
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Still great!
I'm tempted to make raven! Still cant find the book but a I'm thinking a chopper with a huge nuke as side car!! Must be fun.

Oh yeh and the the nuclear midi-gun is great!!

God its been a couple of years since I read the book so I've ordered it from amazon.

# 24 02-06-2004 , 08:28 AM
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:p That would be great DrRobotnik!
I have a little plan making YT to accompany Hiro later on, and adding the cool motorcycle and her courier board. We'll see how it works out this summer. user added image

- S


Stefan Doverud
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Last edited by stedo; 02-06-2004 at 09:14 AM.
# 25 02-06-2004 , 10:28 PM
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There seems to be some problem with the image upload, but...

Started on the legs, deleted them and started on the legs, deleted them and started on the legs...

Didn't make any progress really, been concepting pants and boots and armour and trying the re-shape different parts of the jacket to fit better with the legs.

Exam tomorrow, must sleep. :bandit:

- S


Stefan Doverud
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# 26 02-06-2004 , 10:38 PM
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goodluck dude!
wish ya all the luck!
also for with maya... hope to hear soon from ya!


...
# 27 02-06-2004 , 11:02 PM
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ok, i have a question on your modeling, because im trying to get the same thing going on...well i have a few questions and i hope you are gracious enough to answer them : )

lets begin shall we

1. the smoothed model...are you using subD's? or just smoothed polys...
2. Are you starting with a box, and then refining it down? or are you starting with something else?
3. on the edges where the armor meet the cloth...when you smooth the model how do you manage to retain the harder edge there? is it creasing in subD?

great model by the way, its looking very smooth...i cant wait to see it textured...how are you going to handle the different material types on the jacket? im assuming you want the armor to have a thick plastic look to it...

# 28 02-06-2004 , 11:39 PM
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OO me like :p

# 29 03-06-2004 , 09:20 AM
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Thanks a bunch guys! user added image

The exam went well, I think. So now it's summer vacation and maya for the next 10 weeks or so. user added image

Rubberkidney:

1. the smoothed model...are you using subD's? or just smoothed polys...

Not using subD. It's just a poly mesh with 2 subdivison levels mesh smooth applied.

2. Are you starting with a box, and then refining it down? or are you starting with something else?

Depends a bit on what I'm doing. For connected mirrored geometry I've found it nice to start with an outline of the mesh in the sideview using the create polygon tool. Then using the split polygon tool just add some major geometry lines going across that outline, and extruding them out. (see picture)

But for the e.g. the hand i started with a cube with 3x4x1 divisons and modelled from there.

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Stefan Doverud
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# 30 03-06-2004 , 09:25 AM
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3. on the edges where the armor meet the cloth...when you smooth the model how do you manage to retain the harder edge there? is it creasing in subD?

Nope, just polys with an extra edge or two to mark the contour.

- S

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Stefan Doverud
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