Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 16 01-04-2006 , 07:36 PM
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some nice modeling there matty!! looking cool. Do we get to see some kinda pic of what ure making i seem a little lost as to where ure going.????


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# 17 01-04-2006 , 07:48 PM
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thanks magicsy user added image

wheel design

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# 18 01-04-2006 , 07:51 PM
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and the overall thing

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# 19 01-04-2006 , 08:04 PM
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Lots of good ideas here - well done matt. Hope you find enough time to get this done.

# 20 04-04-2006 , 07:23 PM
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Very nice. Like Arran said, hope you can finish it in time.

# 21 04-04-2006 , 10:58 PM
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Sorry guys, but with my raytracer project, i'm just gonna have to drop out. But, I do this with the hope that my next project will be rendered in my own raytracer.

Matt is out:zzz:


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# 22 05-04-2006 , 06:46 AM
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Sorry to hear that you're not going to finish this one but best of luck with the raytracer. Can't wait to see your renderings user added image

# 23 05-04-2006 , 11:37 PM
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but I am rendering! look in the programming section! I have reflections and specular highlits working!

just... i need to work on an actual recursive algorithm... and a 3ds or obj importer... but apart from that, thats it

oh, anyone that wants to see it just click the link in my signature

later,
Matt user added image


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# 24 06-04-2006 , 01:16 PM
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Yes i noticed, but I was referring to the renderings for the next challenge you join user added image

# 25 07-04-2006 , 11:27 AM
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too bad you wont compete anymore, you had some bright ideas.


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Last edited by 13th_resident; 09-04-2006 at 09:55 PM.
# 26 08-04-2006 , 03:23 PM
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Sorry to hear you are out matt - this looked like it was going to be a cool model.

# 27 08-04-2006 , 06:42 PM
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thanks guys- but today i'm starting to rewrite my raytracer and the first thing I'm adding is an OBJ importer that calculates its own normals and can render them out in flat shade, gourard shade(friggin hard to implement in a raytracer), and per-pixel smooth shade.

So, the first new renderings that you will see will be simple Maya models made of triangles- such as cubes, cylinders, and basic models.

The drawback is that it takes a while to read the file and calculate normals, and that it will be very slow until I add a spatial subdivision algorithm.


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