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.
# 41 27-01-2003 , 01:02 AM
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Uh... suddenly I don't like it anymore... user added image

It looks like it's made out of green moulded orange peel user added image


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# 42 27-01-2003 , 08:20 PM
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stormy ocean "how to"

Are you going to post your work in the "how I did it" section? I would be very interested in that because I am after something similar myself.

# 43 27-01-2003 , 08:23 PM
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hey Kbrown,
silviapalara has made a good point. I would love to see how you did it. I only know how to click on the make ocean button.

# 44 27-01-2003 , 08:42 PM
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You might want to check out this thread which can serve as a companion to this one. There's an IRC transcript of kb and myself going through the physical setup of the waves.


"Terminat Bora Diem, Terminal Auctor opus."

Last edited by NitroLiq; 27-01-2003 at 08:45 PM.
# 45 27-01-2003 , 11:26 PM
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Things are changing all the time. I'm still in the R&D phase. My ocean (the surface) is now completely expression driven and for example today I found a way how to have more control on the wave shape. I also changed the way the "secondary" ripple is generated. It is also expression driven now. So the thread NitroLiq mentioned is a bit outdated. The technique (the IRC transcript) in that thread works but it lacks control...

This has been (and continues to be) a fairly complicated, time consuming but rewarding trip to deep inside the core of maya (oh no, now he's dramatizing user added image). I feel I've achieved something with this project. I might write something out of this but as you might have already guessed, I'm not going to give this away just like that user added image


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# 46 28-01-2003 , 10:00 AM
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Ooh ooh a ship, this I got to keep an eye on! user added image

Is this a poly model kbrown? If so, can you please tell me how you made it?


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# 47 28-01-2003 , 02:52 PM
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I started out the ship as nurbs (used mostly curves, birail and extrude). As I got the rough shapes done in nurbs I converted it to a low poly object and sew the pieces together and added the more "detailed" stuff there. Then I finally converted it to a SubD model where I added some full and partial creases.

It's still very rough and I got bored modeling it. Went back to the ocean stuff. I'm going to continue the ship sooner or later though...


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# 48 29-01-2003 , 11:54 PM
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I think I can call my shader finished. Here's a shot without the particles:
user added image

I almost have the ocean setup done too. Still have one problem to beat. The surface is popping up and down in random places. You can see it in this preview quality test animation:
https://kotisivu.mtv3.fi/karppa/anim/...Test5_divx.zip

I already have a hunch where the problem is. Just too tired to do anything about it right now user added image Off to bed now... over and out...


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# 49 30-01-2003 , 12:33 AM
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Much better KB...awesome!


"Terminat Bora Diem, Terminal Auctor opus."
# 50 31-01-2003 , 12:30 PM
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Very cool...
On this stormy sea I think that a pirate ship is more adequate :p
Keep it up!


"Imagination is more important than knowledge" A.Einstein
# 51 01-02-2003 , 11:24 PM
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very nice work k-man!

looks very atmospheric! awesome

# 52 07-02-2003 , 12:09 AM
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Thanks guys. It's slowly coming together.

Got rid of that popping effect. Here's a rendered clip without the particles.


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# 53 07-02-2003 , 12:16 AM
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Testing how the boat would move in this sea. I'm using the "motion lag" technique I described in the How I Did It forum. Not sure if it's flexible enough like that though...

(btw, how would you animate the boat?)


Kari
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# 54 07-02-2003 , 12:19 AM
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Here's the same from another angle. Bigger waves too. Oh, almost forgot to mention the subtle wake/turbulence behind the boat...


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Do a lot, Fail a lot and Learn a lot!
# 55 07-02-2003 , 12:56 AM
Kevin
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nice k man!! its getting there mate

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