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.
# 1 02-09-2007 , 04:30 AM
mp
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Last edited by Maurits Pfaff; 30-11-2021 at 08:40 PM. Reason: ......................
# 2 02-09-2007 , 05:00 AM
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wow! really nice textures and lighting on that, the muddy, grubby look is very cool

Chris

# 3 03-09-2007 , 10:24 PM
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I REALLY like it! Lots of filthy pipes, a rusty locker, nice texture on the walls, &c! One thing however......where's the boiler??! :-)

Great job!!


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# 4 04-09-2007 , 04:44 PM
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Last edited by Maurits Pfaff; 30-11-2021 at 08:41 PM. Reason: .........................
# 5 05-09-2007 , 02:12 PM
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nice job that looks great 10 points for the lighting though your really have excelled there

# 6 08-09-2007 , 07:18 PM
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Looks really good, only thing I can comment on is the repeating pipe texture. Other than that, good job!


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# 7 09-09-2007 , 08:01 AM
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Looks good,
The pipe texture seems a bit bright and is distracting from the rest of the scene. Other than that its great user added image


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# 8 10-09-2007 , 02:27 PM
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Great work on the textures ... i wish i could do something like that,

# 9 10-09-2007 , 05:34 PM
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Love the textures, and all the rest really.

Wondered, when you model a bend in a pipe like that, how do you so it? Is it extruded or wedged, or do you use a deformer?

Anyway, great render.

cheers,

gubar.

# 10 10-09-2007 , 06:11 PM
mp
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Last edited by Maurits Pfaff; 30-11-2021 at 08:42 PM. Reason: ..........................
# 11 14-09-2007 , 10:39 AM
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is that in maya or did u take a photo of an actual boiler room? Very nice my friend


# 12 03-10-2007 , 08:11 AM
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Not a bad try at all.
Modelling is excellent, cant see any tesselation problems, the detail is all there nicely but there are a few things that could make this nice image more appealing:

It needs a little more sense of depth and darkness, try an ambient occlusoin pass along with some more detailed diffuse and specular map corrosponding with the rust nicely.

Differenciate the textures a little more the floor and walls feel a little simmilar, get some reds into the rust and some muddy and dull cracks into the walls, damp into the celing.
Other things that would help is volumetric lighting an maybe bring some of the details closer to foreground, it seems a little flat and exclusively mid-ground.

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