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.
# 196 01-06-2012 , 02:29 PM
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Thanks for help mates,then I guess its UVs are sufficient, so I'll do a new projection of tracks and continue to work on a tank...
EDIT: do you have some tips how to organize UV layout of tracks ? 'cause it's gonna be about 210track links and as I looked on dave's post of his projection, he filled up a whole UV layout(0,1) space just with them...so, where did he put the rest of tank then ?


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Last edited by Creck; 01-06-2012 at 02:36 PM.
# 197 01-06-2012 , 02:55 PM
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I used shaders to control the UVs, the sherman was split into 1.cast metal,2.painted flat steel,3.metal,4 wood and 5.track so all in 5 shaders.............dave




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# 198 01-06-2012 , 03:52 PM
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dave, I've been looking at your progress and I'm not sure about the image below....did you separate those small pieces of track links from the larger ones ?
PS: sorry about that noobish illustration ...

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# 199 01-06-2012 , 03:54 PM
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I used shaders to control the UVs, the sherman was split into 1.cast metal,2.painted flat steel,3.metal,4 wood and 5.track so all in 5 shaders.............dave

Yes, don't think that your entire model has to be composed of one combined mesh. If I was going to make a car for example, I'd have say: windows, body, handles, seats etc, as separate objects. Each using their own UV space and materials.

Let whoever is rigging it worry about keeping it all moving together user added image

# 200 01-06-2012 , 04:11 PM
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Creck yes I did if you are going to use some thing like mudbox or zbrush seperating the pieces is not a problem if you only had photoshop or like I would have had to keep all of one tread part together so you could make some sence of them. gubar I like your way of thinking let the bugger down the line worry about rigging...............dave

Edit:just to let you know the tread bit was smoothed but the cog part was not to save on pollys




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Last edited by daverave; 01-06-2012 at 04:14 PM.
# 201 01-06-2012 , 04:13 PM
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gubar I like your way of thinking let the bugger down the like worry about rigging...............dave

Lol, yes it's just the way we work. Not laziness honestly user added image

# 202 19-06-2012 , 02:48 PM
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Well, at last I have finished the entire model user added image

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# 203 19-06-2012 , 03:15 PM
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Nice work Creck, the only thing thats a little out is the mantlet it needs more subdivisions change the smoothing from 2 to 3..............dave




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# 204 19-06-2012 , 03:21 PM
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Looks good. I think he might get by with just smoothing the normals on the mantlet. It almost looks like it has a poly smooth node but all the edges have been set to hard.


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# 205 19-06-2012 , 03:51 PM
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Thanks guys, yeah I'll try to figure it out, if I would create a job application portfolio, should be all the models textured or it's enough to render them just with occlusion layer... ?


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# 206 19-06-2012 , 09:21 PM
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I think both would be best Creck................dave




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# 207 20-06-2012 , 12:45 AM
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nice work mate.....well done

cheers bullet


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 208 20-06-2012 , 09:11 AM
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Thanks to you guys user added image appreciate it.


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# 209 20-06-2012 , 10:00 AM
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looking awesome! great job

# 210 20-06-2012 , 12:37 PM
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Looks really good. I can't wait to see it textured user added image

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