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.
# 151 06-05-2012 , 06:05 AM
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Normal mapping isnt too hard though I do NOT like using Maya for it Rick. You need to have the lopoly model first...then duplicate and make a hipoly copy. I then use Xnormals to mesh the hipoly to lopoly. You of course have to UV map them before you do this. To be honest...I ahve been struggling myself as I need this for my game assets...and I can tell you its a pain in the butt. If you are not worried about poly count Creck then dont bother.

You dont need textures for normal maps Rick...just the 2 models..hi and low....no textures needed until you wish to see them. You do the normal map on the hipoly first...then apply just a lambert and use the normal map in the bump map option box. Mikes gaming tut in here shows it simply.....well worth having a look at it.

Looking nice Creck I might add......I hope you UV mapped one tread before duplication??? as this will then save you a lot of time later?

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# 152 06-05-2012 , 09:56 AM
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Damn it! no I don't bullet, so first need to UV one link of track and then create a whole? Don't know how it's going here, but in 3DS Max, if there were a lot of the same objects, I used to map just to one of them, then create something like the template and after that I applied that temp to the rest of objects. Is it possible in Maya too ?


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# 153 06-05-2012 , 10:04 AM
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You can use the transfer attributes but you need to do it one object at a time. How many pieces in a single track segment?


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# 154 06-05-2012 , 10:08 AM
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it has 112 pieces


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# 155 06-05-2012 , 10:45 AM
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It looks like each piece has 2 or 3 meshes. The track bit and the pin joining the track segments. That is 224-336 transfers @ about 2-3 sec per transfer (Sorry thinking out aloud here user added image ), 11 to 18 minutes. How long did it take you to repeat the one segment along the path?

# 156 06-05-2012 , 10:56 AM
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At creative cow theres a plugin call Poly_UV_Transfere that would do the lot in one go.............dave




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# 157 06-05-2012 , 11:18 AM
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Thanks dave, I knew someone out there must have written a script to do this. Do you have a link perhaps. My searches of their site yielded no hits.

# 158 06-05-2012 , 11:26 AM
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# 159 07-05-2012 , 01:53 PM
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Well gents, I've tried to map one track link, but as I'm fairly new to UVs what do you think about it ??

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# 160 07-05-2012 , 06:22 PM
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Not the easiest thing to UV but it looks OK have you got Zbrush or Mudbox and whats it look like when you smooth it..............dave




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# 161 07-05-2012 , 08:25 PM
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Yeah dave, I got Zbrush....however, which of checkboxes should be marked before applying the smooth ?

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# 162 07-05-2012 , 08:52 PM
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Normally Smooth UVs is ticked, best thing to do is test using the 3 button...........dave




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# 163 07-05-2012 , 09:18 PM
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after smooth applying it causes stretching :/ dave, if I will send you it, can you take a look?


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Last edited by Creck; 07-05-2012 at 09:31 PM.
# 164 07-05-2012 , 09:30 PM
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Could you show us and a wire shot, some time you have to add more edge loops to stop that..........dave




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# 165 07-05-2012 , 09:38 PM
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Here you go:

PS: dave, check your PMs

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Last edited by Creck; 07-05-2012 at 09:41 PM.
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