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.
# 76 16-11-2010 , 08:12 AM
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HAHAHA cheers bullet.

Makes life a lot easier when you get paid to do this stuff and are then able to put in a lot of hours. Hope to the exterior finished later today and can then move onto creating the interior.

Thanks again matey, really appreciate the kind words.

# 77 16-11-2010 , 08:45 AM
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What settings do you adjust when you set up physical sun/sky Leon? Really like the renders.

# 78 16-11-2010 , 09:14 AM
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Hi Ben,

These are straight off the bat but the settings to change are in the hypershade under utilities

Mia exposure and the gamma value is a crucial one

There should be a load of documentation on this in the maya help files if you are really stuck.

# 79 16-11-2010 , 10:27 AM
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Bahahaha no worries mate....they are sincere words I might add. Yeh it would be nice to do it for a living...sadly my 3D are roads, pipes etc etc LOL...not as much fun I can tell you.

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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 80 20-11-2010 , 06:47 AM
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Done some more work on the exterior and started on the interior. Just a few small details still to add to the exterior.
Hell of a lot of work to do on the interior, is going to require a lot of extra modeling. Think it will look a lot better once there are people and clutter such as bags, ropes and what not on the chairs and walls.

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# 81 20-11-2010 , 07:15 AM
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wow mate that is lookning bloody good...lots of detail!!

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 82 20-11-2010 , 08:07 AM
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realy nice leon, love to see these textured...............dave




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# 83 20-11-2010 , 08:12 PM
# 84 23-11-2010 , 11:12 AM
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I have uv'd the outer shell and have created a diffuse and specular map although I need to get a decent hdr in order to get the specular working.

All the rivets are created with zbrush and are a normal map.

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Thanks again for the kind words guys, much appreciated.

# 85 25-11-2010 , 04:47 PM
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Hey guys,

I have laid out the uv's for most of the interior now and will post a render of it once I finish texturing the floor and metalic parts.

I wonder if any of you can offer any advice with regards to setting up the shaders for these though. In the image below I textured the engine and tried setting up a shader for it but it sucks. I really need to get a brushed metal look and the texture needs to be plugged into a shader that will allow me to achieve this. If anyone can offer any advice with regards to creating metal shaders it would be much appreciated.

Cheers,

Leon

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# 86 25-11-2010 , 05:05 PM
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Have you got a picture of the part you need the texture for...........dave




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# 87 25-11-2010 , 05:32 PM
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Hi Dave it is the engine that lies below the rear rotor. Really not sure how to go about setting up a shader for this. I have created a texture map but need a shader to help give a brushed metalic look. If you can give any advice it would be greatly appreciated.

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# 88 25-11-2010 , 05:51 PM
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Is there not a 'brushed copper' material of Davids in the downloads section on here? Perhaps that could give you some ideas?

# 89 28-11-2010 , 02:26 AM
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Done some more work on the interior with the back, hope to get a load more of this textured today though. I tried out davids brushed copper and think the problem is with maya physical sun so am going to move away from it while I set up the textures. The final animated renders will be done using vue with mental ray though.

Just a render with it in a scene of sorts, I will set up a afternoon render once I get some more textured.

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Last edited by leonlabyk; 28-11-2010 at 02:38 AM.
# 90 28-11-2010 , 02:52 AM
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wow you have certainly done some work on this Leon...impressive mate! If this is going to be animated...Im going to drown in envy man....

cheers bullet


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
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