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 17-11-2005 , 05:31 AM
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Nov/Dec - Norm - dilberts

I've been posting in the work in progress forum for a few months now, and never even saw this challenge deal. Well I decided to enter with my Yamaha Roadstar that I've been posting in the WIP forum. As you can see from the WIP forum, I started this model on the 13th of November, so I think I still qualify for entry. I'm not even sure if I'll be able to get it finished in time, but I'll give it a go. The engine's going to be the hard part.

Here's where I'm at so far. All NURBS so far.

One last thing. I know I screwed up the thread title. I tried to edit the post to change the title, but for some reason it doesn't want to update. Anyone know why?

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Last edited by dilberts; 17-11-2005 at 06:21 AM.
# 2 17-11-2005 , 06:37 AM
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here's the real thing

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# 3 17-11-2005 , 07:02 AM
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Neil,

I can't wait to see renders of this! Looks GOOD

Cheers
Paul

# 4 17-11-2005 , 10:24 AM
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are you a pro dilberts? You are awesome, do you convert to subds as you go? How did you get all the tiny holes in the wheel? Booleans?
Where have you learnt from, What has been your path to this amazing work?

# 5 17-11-2005 , 06:12 PM
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The motorcycle is looking nice.

I think you need to PM a Moderator in order for them to change the title of your thread. I don't know if it matters much though.

# 6 17-11-2005 , 06:13 PM
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Looking forward to this!!

# 7 17-11-2005 , 11:51 PM
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Clopper, so far it's all NURBS, so all the holes or rounded edges you see are either trimmed surfaces or fillets. Here's another pic that demonstrates the use of NURBS a little better.

An example is the hexagonal bolts which are really easy with NURBS. Just make a NURBS circle with 12 spans, then select every other CV around the surface and rotate them until you have a hexagonal shape with nice rounded corners. Then duplicate it, move the duplicate, and loft between the two. Finally, create a NURBS plane and intersect it with the lofted surface (this will be the bolt top), and then do a circular fillet between the lofted surface and the plane (make sure "create curve on surface" is checked so you can trim off the unneeded edges). Voila you have a nice looking nut, with rounded edges, all in about 30 seconds.

I'm no pro, just a hobbyist for now.

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# 8 18-11-2005 , 02:32 AM
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Here's the hand grips so far

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# 9 18-11-2005 , 06:30 AM
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Update

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# 10 18-11-2005 , 06:58 AM
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more

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# 11 18-11-2005 , 08:29 AM
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nice detail, if you can get it finished then this will look very realistic (texturing permitting), keep it up user added image


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 12 19-11-2005 , 03:01 AM
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Latest render. I had to model a second hand grip as the left one is different to the right in real life :angery: I confess, I did consider just mirror copying, but this one is going to be as accurate as possible.

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# 13 19-11-2005 , 08:34 AM
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really great modeling hope i can be this good some day.
good luck in the comp!

# 14 20-11-2005 , 09:43 PM
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Here's where I'm at with the engine. This engine is turning out to be the hardest modeling I've ever tried. The heatsink was a nightmare to model, and there's still a ton of nuts and sticky out bits to model.

I've got the same thread going in the WIP forum. The reason is, I only noticed the challenge forum this week, so there's probably others out there like me. Hope the admin guys don't mind.

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# 15 21-11-2005 , 03:37 AM
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Nice Progress

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