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.
# 1 02-11-2008 , 10:23 AM
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Join Date: Sep 2007
Location: Oxford. UK
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edge loop delay

Hi all. I'm sure this is something really simple but......
When I add edge loops there is a delay between clicking where I want the loop and the loop appearing. This delay gets longer and longer with each loop added. Is there some setting i can change??

Thanks in advance.


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# 2 02-11-2008 , 11:44 AM
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what's your hardware specs?




that's a "Ch" pronounced as a "K"

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# 3 02-11-2008 , 12:16 PM
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xeon 2.66 (2x4core)
nvidia GTX280
4gb ram

.....should be fast enough....


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# 4 02-11-2008 , 12:17 PM
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I can get the delay back down again by deleting the history every 10 moves or so, but surely this should not be necessary...


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# 5 02-11-2008 , 01:04 PM
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You shouldent have to delete the history every ten moves. sounds a bit strange that one mate.

Is it a heavy scene that your working on?


"No pressure, no diamonds" Thomas Carlyle
# 6 02-11-2008 , 02:20 PM
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It has 38,000 polys


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# 7 02-11-2008 , 02:21 PM
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lol, screenshot?


FX supervisor - double negative
# 8 02-11-2008 , 03:10 PM
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Oh, is that big then? It's nothing special, just a basic figure for posing and sculpting in mudbox.

Attached Thumbnails

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# 9 02-11-2008 , 03:28 PM
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Yeah thats quite a dense mesh, which might be the problem man.


"No pressure, no diamonds" Thomas Carlyle
# 10 02-11-2008 , 10:33 PM
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I saw that word 'edge loop' and came straight from the 'cave' to see what the hell was going down. Answer has been solved by the screen grabbed model!

Always start basic, you dont need to have a mesh that dense, its going to get divided for detail in Mudbox.

Always prep the model as best possible at the lowest amount of polys so its optimised and ready for texturing - this will help with the creation of uvs. Otherwise it could be a long haul for that process alone and could lead to blindness or worse LOL

Jay

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