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.
# 46 22-04-2003 , 07:54 PM
tariqrf's Avatar
Subscriber
Join Date: Jul 2002
Posts: 1,253
well,, i will do surely,, btw, i am rendering a smoothed version now

# 47 22-04-2003 , 07:58 PM
adldesigner's Avatar
Registered User
Join Date: Sep 2002
Location: CCS, Venezuela
Posts: 3,363
Why so much Polys Tariqrf?

When I tried going for three smooth passes in the xenomorph, count would go as high as 30.000 or some. I know the xenomorph model has less detail, but all in all, it shouldn´t go up as high right?

Perhaps I´m wrong and I should model some more, however I just found it too high a number.

# 48 22-04-2003 , 07:59 PM
Alan's Avatar
Moderator
Join Date: Oct 2002
Location: London, UK
Posts: 2,800
current cables look great, do you mean how could you do then differently? Undseth posted a technique a while back in the old "How I did it" forum. Using a circle extruded along a curve. You could then convert them to polys and maybe they wouldnt be so heavy.

You must have quite a meaty machine to handle 145,000 polys!!


Technical Director - Framestore

Currently working on: Your Highness

IMDB
# 49 22-04-2003 , 08:01 PM
adldesigner's Avatar
Registered User
Join Date: Sep 2002
Location: CCS, Venezuela
Posts: 3,363

Originally posted by Pure_Morning
Undseth posted a technique a while back in the old "How I did it" forum. Using a circle extruded along a curve. You could then convert them to polys and maybe they wouldnt be so heavy.

Excellent find Pure_Morning
Should help some people.

# 50 22-04-2003 , 08:03 PM
Alan's Avatar
Moderator
Join Date: Oct 2002
Location: London, UK
Posts: 2,800
yeha I found it really useful when he posted it

here are the settings:


Technical Director - Framestore

Currently working on: Your Highness

IMDB
# 51 22-04-2003 , 08:04 PM
Alan's Avatar
Moderator
Join Date: Oct 2002
Location: London, UK
Posts: 2,800
create the curve, create the circle, select the circle then the curve and then surfaces>>extrude with the options I showed


Technical Director - Framestore

Currently working on: Your Highness

IMDB
# 52 22-04-2003 , 10:15 PM
twisteddragon33's Avatar
Registered User
Join Date: Apr 2003
Location: New York, USA
Posts: 1,945
wow... thats a lot of polies. mine bogs down around 70k...


________________________
AIM: SublimeDragon33
Catch me if i'm on. Always up for a chat.
e-mail: sublimedragon33@gmail.com
# 53 22-04-2003 , 10:16 PM
tariqrf's Avatar
Subscriber
Join Date: Jul 2002
Posts: 1,253
god knows... here is a wireframe, btw, I have a:

P4 2.8 GIG
1 GIG RDRAM (PC 1066)

hmm... after all smoothing is not bad!!! only that it makes it 205,000 polygons user added image, my pc sometimes glitches but is a bit smooth tho

btw, i am using the same method i did like i used to from the beginning i used maya to create cables, i create a circle, then a profile curve and extrude... i was asking for a C&C about the cables, not how to do it..user added image

thanx anyway, sure it helped alot of other noobies out there

# 54 22-04-2003 , 10:18 PM
tariqrf's Avatar
Subscriber
Join Date: Jul 2002
Posts: 1,253
hmm. one thing i forgot to tell, there are loads of stuff in the belly of the beast so, yeah, that is one of the things that kills the poly count... btw, isn't this the ideal model for the next james bond game???? user added image

# 55 22-04-2003 , 10:21 PM
twisteddragon33's Avatar
Registered User
Join Date: Apr 2003
Location: New York, USA
Posts: 1,945
wow.. looks great though. i realy lik the wings. i think my favorite partuser added image, maybe you should make them a little more transparent?


________________________
AIM: SublimeDragon33
Catch me if i'm on. Always up for a chat.
e-mail: sublimedragon33@gmail.com
# 56 22-04-2003 , 10:28 PM
tariqrf's Avatar
Subscriber
Join Date: Jul 2002
Posts: 1,253
i thought i would make it like cling film.. never got it done, coz it looked like thick hard glass.. i want a small "crease" in the shader.. never got it.

# 57 22-04-2003 , 11:20 PM
M's Avatar
Subscriber
Join Date: Jan 2003
Location: BC, Canada
Posts: 2,250
WOW... 145,000 polys! Man, i thought you would of been sitting at a couple thousand... jeeze. Lol, there are so many unnessesary polys there hey?.. oh well, it definately looks nice! I think somewhere along the way you typed in a wrong number tariqrf :O. Nice though, keep it up.


"I should call you sugar maple tree cause i'd totally tap that" haha

email - mattwettstein@gmail.com
# 58 23-04-2003 , 10:48 AM
-<{ JB }>-'s Avatar
Subscriber
Join Date: Jul 2002
Location: Western Australia
Posts: 510
thats a lotta polys!! looks good though!


Take a glance at my <a href="https://forums.simplymaya.com/showthread.php?s=&threadid=9428"><b>Porsche 959</b></a> WIP
# 59 23-04-2003 , 12:25 PM
mumbojumbo_13's Avatar
Subscriber
Join Date: Oct 2002
Location: The Land Down Under
Posts: 1,047
ok heres the final:
--
dont no how many poly it is user added image
--
good luck Tarq user added image-

what happens now ?
cyas
mumbo

# 60 23-04-2003 , 12:43 PM
-<{ JB }>-'s Avatar
Subscriber
Join Date: Jul 2002
Location: Western Australia
Posts: 510

Originally posted by mumbojumbo_13
what happens now ?

LOL... I'm not entirely sure either. I think there is a moderator decision (ie Kevin, David and others).... either that or we vote. I think there's a page of instructions on one of those stickies.

Cool entry, mumbo. user added image

Good luck to you both.


Take a glance at my <a href="https://forums.simplymaya.com/showthread.php?s=&threadid=9428"><b>Porsche 959</b></a> WIP
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads